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Vecna Lives! - your experiences?
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<blockquote data-quote="Mark Hope" data-source="post: 4414614" data-attributes="member: 27051"><p>Well, I guess I'll jump start this since it has been a couple of days - apologies if it's poor form to reply to yourself <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I bought this when it came out but couldn't find a spot to run it for a couple of years. It looked like a great idea but seemed to have a few structural flaws. The beginning [spoiler]where the players play the Circle of Eight and the DM unavoidably kills them all[/spoiler] seemed interesting but heavy handed, and the ending [spoiler]where the PCs get to stand around and watch Iuz fight Vecna[/spoiler] was lame in the extreme.</p><p></p><p>I eventually found an opportunity to use it in a homebrew a few years later and modded it heavily. For the beginning [spoiler]I used high level NPCs from my own game, hyping it over the preceding weeks that the players would get to play the movers and shakers for a one-off, then when they all died, pretended that it wasn't supposed to happen and that now the players would need to break out their regular characters - was very effective, with the players being rather freaked out from the start[/spoiler]. For the ending [spoiler]the PCs allowed one of their number to be possessed by Tyranthraxus, a daemon they had imprisoned from <em>Curse of the Azure Bonds</em>, thus gaining the power to fight Vecna themselves - it made for a cool scene rather than a bit of dumb spectating[/spoiler]. Other parts played far better than they read (the gnomish sweat-lodge was excellent, surprisingly) while some parts played worse than expected (Citadel Cavitius wasn't as cool as I'd hoped.)</p><p></p><p>The players seemed to love it though. I planned to run it in two sessions, but after 16 hours of one session, they refused to go home (!) and demanded to see it through in one sitting. Took 24 hours <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />. Great stuff - particularly heading out for breakfast mid-game, with all the players unconciously shuffling about so that they were in proper marching order, heh heh...</p><p></p><p>Like several of these 2e mega-adventures, it doesn't run out of the box (book) very well at all. (<em>Dragon Mountain</em> was the same, imho) but there was enough solid material here if adapted thoroughly enough.</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 4414614, member: 27051"] Well, I guess I'll jump start this since it has been a couple of days - apologies if it's poor form to reply to yourself ;) I bought this when it came out but couldn't find a spot to run it for a couple of years. It looked like a great idea but seemed to have a few structural flaws. The beginning [spoiler]where the players play the Circle of Eight and the DM unavoidably kills them all[/spoiler] seemed interesting but heavy handed, and the ending [spoiler]where the PCs get to stand around and watch Iuz fight Vecna[/spoiler] was lame in the extreme. I eventually found an opportunity to use it in a homebrew a few years later and modded it heavily. For the beginning [spoiler]I used high level NPCs from my own game, hyping it over the preceding weeks that the players would get to play the movers and shakers for a one-off, then when they all died, pretended that it wasn't supposed to happen and that now the players would need to break out their regular characters - was very effective, with the players being rather freaked out from the start[/spoiler]. For the ending [spoiler]the PCs allowed one of their number to be possessed by Tyranthraxus, a daemon they had imprisoned from [i]Curse of the Azure Bonds[/i], thus gaining the power to fight Vecna themselves - it made for a cool scene rather than a bit of dumb spectating[/spoiler]. Other parts played far better than they read (the gnomish sweat-lodge was excellent, surprisingly) while some parts played worse than expected (Citadel Cavitius wasn't as cool as I'd hoped.) The players seemed to love it though. I planned to run it in two sessions, but after 16 hours of one session, they refused to go home (!) and demanded to see it through in one sitting. Took 24 hours :D. Great stuff - particularly heading out for breakfast mid-game, with all the players unconciously shuffling about so that they were in proper marching order, heh heh... Like several of these 2e mega-adventures, it doesn't run out of the box (book) very well at all. ([i]Dragon Mountain[/i] was the same, imho) but there was enough solid material here if adapted thoroughly enough. [/QUOTE]
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