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<blockquote data-quote="RangerWickett" data-source="post: 7902842" data-attributes="member: 63"><p>The narrative intent of adventure 6 is to shift gears from "defend Risur" to "globe trot in order to protect the whole world." I wanted to throw a lot of hooks at a party in hopes that they'd latch onto something they like in Ber, because ideally that makes the players care about 'saving the world' in a more personal way.</p><p></p><p>So I didn't need the events in Ber to matter too much down the line; I wanted to establish what the baseline of that area is, and introduce characters who could be the anchor point for later adventures showing the broad scope of the threat the Ob pose.</p><p></p><p>And yeah, it's meant to be a lighter romp, and more of a Bond film, whose villain can hopefully become one of those endearing bad-guy-allies later on.</p><p></p><p>I appreciate the criticism, though. Getting Tinker or not doesn't change the campaign too much. </p><p></p><p>As for befriending the Bruse not mattering, maybe I didn't present it well. The intended point was that after the Ob do their Axis Seal ritual, the rest of the world starts acting out of character, being magically manipulated despite knowing better. Only Risur - thanks to PC intervention in Slate and Flint - and a few strong-willed NPCs in other countries were able to resist. I think my idea was that whoever the Bruse was didn't really <em>want</em> to invade Risur, but felt like they needed to work with the Ob because everyone else was. </p><p></p><p>I certainly had my eyes more on the "hit the ending target for adventure 13" goal, and didn't plan as well for 10 and 11. When collaborating with the other author Liz on 11, she wasn't as deeply involved with the broader story arc, and so we focused more on making sure each individual act was a fun and epic conflict. I didn't push as much on building solid connective tissue with the rest of the narrative. My bad.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7902842, member: 63"] The narrative intent of adventure 6 is to shift gears from "defend Risur" to "globe trot in order to protect the whole world." I wanted to throw a lot of hooks at a party in hopes that they'd latch onto something they like in Ber, because ideally that makes the players care about 'saving the world' in a more personal way. So I didn't need the events in Ber to matter too much down the line; I wanted to establish what the baseline of that area is, and introduce characters who could be the anchor point for later adventures showing the broad scope of the threat the Ob pose. And yeah, it's meant to be a lighter romp, and more of a Bond film, whose villain can hopefully become one of those endearing bad-guy-allies later on. I appreciate the criticism, though. Getting Tinker or not doesn't change the campaign too much. As for befriending the Bruse not mattering, maybe I didn't present it well. The intended point was that after the Ob do their Axis Seal ritual, the rest of the world starts acting out of character, being magically manipulated despite knowing better. Only Risur - thanks to PC intervention in Slate and Flint - and a few strong-willed NPCs in other countries were able to resist. I think my idea was that whoever the Bruse was didn't really [i]want[/i] to invade Risur, but felt like they needed to work with the Ob because everyone else was. I certainly had my eyes more on the "hit the ending target for adventure 13" goal, and didn't plan as well for 10 and 11. When collaborating with the other author Liz on 11, she wasn't as deeply involved with the broader story arc, and so we focused more on making sure each individual act was a fun and epic conflict. I didn't push as much on building solid connective tissue with the rest of the narrative. My bad. [/QUOTE]
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