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Planning a GenCon one-shot using D&D Next. Help me polish things up a bit, please?
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<blockquote data-quote="Kobold Stew" data-source="post: 6164098" data-attributes="member: 23484"><p>Cool ideas: here's some questions.</p><p></p><p>1. How do the players have a chance of knowing that spilling blood sends a signal to the witches in act II? How might they know that the item should be used then? </p><p></p><p>It's a cool item, but the description is not obvious (is there a range? is the wizard running around with it sucking up blood like a Tide-to-go stick?). </p><p></p><p>Just based on this, it seems likely that this is just a way for the witches to know the players are coming, and that the result is inevitable.</p><p></p><p>2. How do the players learn to arrive at a lunar eclipse? Or does that just happen? What if they are early? or a day late?</p><p></p><p>Again, it is not clear if player choices can actually affect the outcome here. </p><p></p><p>3. I'm not sure where the Sun god comes form, or how it ties to the moon coven.</p><p></p><p>4. The inter-player stuff feels forced -- will players know character motivations or everyone? or does the Amielle player and the Melissa player just get ambushed in the last ten minutes of the session? I'm not wild on forced PvP, especially if I were in a session with people I didn't know. </p><p></p><p>I think you have some great ideas here, and the possibilities for how-to-rescue-the-hostages could be very memorable. But those were the questions that the description raised for me.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6164098, member: 23484"] Cool ideas: here's some questions. 1. How do the players have a chance of knowing that spilling blood sends a signal to the witches in act II? How might they know that the item should be used then? It's a cool item, but the description is not obvious (is there a range? is the wizard running around with it sucking up blood like a Tide-to-go stick?). Just based on this, it seems likely that this is just a way for the witches to know the players are coming, and that the result is inevitable. 2. How do the players learn to arrive at a lunar eclipse? Or does that just happen? What if they are early? or a day late? Again, it is not clear if player choices can actually affect the outcome here. 3. I'm not sure where the Sun god comes form, or how it ties to the moon coven. 4. The inter-player stuff feels forced -- will players know character motivations or everyone? or does the Amielle player and the Melissa player just get ambushed in the last ten minutes of the session? I'm not wild on forced PvP, especially if I were in a session with people I didn't know. I think you have some great ideas here, and the possibilities for how-to-rescue-the-hostages could be very memorable. But those were the questions that the description raised for me. [/QUOTE]
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Planning a GenCon one-shot using D&D Next. Help me polish things up a bit, please?
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