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The PCs want to go to Av during chapter 10...
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<blockquote data-quote="Andrew Moreton" data-source="post: 8034747" data-attributes="member: 6920268"><p>My only concern would be that the players may think things are actually hopeless. The structure at the moment means the Players unlike their characters know that they have a solution to the planes problem available. Without that knowledge my players would come up with a plan to change the planes without going to the Gyre which would take a long time, arguements and then probably require them to do something silly and dangerous before the ritual unless I flat out told them 'There is going to be a Deux Ex Machina to solve this problem for you' . Even then hardcore RP'ers might insist.</p><p></p><p>There are not many transitions and should have long gaps between them so it shouldn't be that confusing. You can probably make sure each session is set in one location but you know your players best.</p></blockquote><p></p>
[QUOTE="Andrew Moreton, post: 8034747, member: 6920268"] My only concern would be that the players may think things are actually hopeless. The structure at the moment means the Players unlike their characters know that they have a solution to the planes problem available. Without that knowledge my players would come up with a plan to change the planes without going to the Gyre which would take a long time, arguements and then probably require them to do something silly and dangerous before the ritual unless I flat out told them 'There is going to be a Deux Ex Machina to solve this problem for you' . Even then hardcore RP'ers might insist. There are not many transitions and should have long gaps between them so it shouldn't be that confusing. You can probably make sure each session is set in one location but you know your players best. [/QUOTE]
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The PCs want to go to Av during chapter 10...
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