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Thoughts on running Rappan Athuk (and deadly megadungeons in general) [SPOILERS]
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<blockquote data-quote="MNblockhead" data-source="post: 9006325" data-attributes="member: 6796661"><p>Very true. This is even more the case with the Lost Lands. Travel distances are rather insane compared to typical D&D. But, when done right, it adds to the challenge, and getting access to magical travel become a huge milestone. </p><p></p><p>In Rappan Athuk, there is a small wilderness settlement called Zelkor's Ferry that gives a fairly safe place to retreat to and resupply at lower levels. There is lore and world building that helps it make some sense (if you don't think about it <em>too</em> critically). </p><p></p><p>But to get to larger cities is a major undertaking at lower levels. I handle that mostly at downtime and use a variety of downtime rules to handle how costly and time consuming the travel it. Downtime activity, especially in the first two tiers of play, are basically a subsystem that we play over e-mail between sessions.</p><p></p><p></p><p> In-game time play passes at a much more realistic rate because of all the downtime stuff, especially at lower levels. In addition to a mix of downtime rules from the PHP, DMG, and Xanathar's, I also use skill-type challenges for travel, rules for training to level up, GP for XP, and strongholds and followers rules. It creates more record keeping for me as a GM as I track time, events, costs, etc. on a spreadsheet, but we play for a long day (8 hours) once a month. So I enjoy the downtime stuff between sessions as a way to stay engaged with the campaign and players.</p><p></p><p>Agreed. But with RA, I let that develop organically. Some players built detailed backstories for why they are doing this, others its just for gold and power. Overall, the they grab on some plot threads and let other go, and I create new story threads based on the parties actions and how different factions in the dungeon are likely to react to those actions. </p><p></p><p>I also use the Strongholds and Followers rules from MCDM. They've taken over, repaired, and expanded Castle Calaelen (sp?) and over time an entire town has grown. They hire troops to protect and hold their progress. </p><p></p><p>With over 4 years running, the players have organically developed deep backstories and engaged in factional politics, built strongholds and a town, and in one case a new religious order. It help build engagement and on going interest in focus on one location. We've really enjoyed it. But after this campaign wraps up, we'll likely run a very different style of campaign, perhaps even in a different system than 5e (I'm leaning towards running DCC Dying Earth).</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9006325, member: 6796661"] Very true. This is even more the case with the Lost Lands. Travel distances are rather insane compared to typical D&D. But, when done right, it adds to the challenge, and getting access to magical travel become a huge milestone. In Rappan Athuk, there is a small wilderness settlement called Zelkor's Ferry that gives a fairly safe place to retreat to and resupply at lower levels. There is lore and world building that helps it make some sense (if you don't think about it [I]too[/I] critically). But to get to larger cities is a major undertaking at lower levels. I handle that mostly at downtime and use a variety of downtime rules to handle how costly and time consuming the travel it. Downtime activity, especially in the first two tiers of play, are basically a subsystem that we play over e-mail between sessions. In-game time play passes at a much more realistic rate because of all the downtime stuff, especially at lower levels. In addition to a mix of downtime rules from the PHP, DMG, and Xanathar's, I also use skill-type challenges for travel, rules for training to level up, GP for XP, and strongholds and followers rules. It creates more record keeping for me as a GM as I track time, events, costs, etc. on a spreadsheet, but we play for a long day (8 hours) once a month. So I enjoy the downtime stuff between sessions as a way to stay engaged with the campaign and players. Agreed. But with RA, I let that develop organically. Some players built detailed backstories for why they are doing this, others its just for gold and power. Overall, the they grab on some plot threads and let other go, and I create new story threads based on the parties actions and how different factions in the dungeon are likely to react to those actions. I also use the Strongholds and Followers rules from MCDM. They've taken over, repaired, and expanded Castle Calaelen (sp?) and over time an entire town has grown. They hire troops to protect and hold their progress. With over 4 years running, the players have organically developed deep backstories and engaged in factional politics, built strongholds and a town, and in one case a new religious order. It help build engagement and on going interest in focus on one location. We've really enjoyed it. But after this campaign wraps up, we'll likely run a very different style of campaign, perhaps even in a different system than 5e (I'm leaning towards running DCC Dying Earth). [/QUOTE]
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