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Why do they keep on dying?!
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<blockquote data-quote="terrya" data-source="post: 5556041" data-attributes="member: 6672005"><p>Ill respond to your points one by one and thanks for the helpfull post!</p><p></p><p>1. Were very big on becoming attatched to charecters and building a personality / story for them. We find this ALOT harder if we start them later on where theres no story behind that wand of fireballs your running around with. Obviously this story can be written but my PCS seem to strugle with that alott more than if its been played out.</p><p></p><p>2. The module i was about to try next was Burning Plague and the suggestion of The Lost City of Barakus, level 1 to 5, The Vault of Larin Karr, level 4 to 9, and Trouble at Durbenford, level 8 to 14, looks very promising! But other than that we have already tryed and played probably 90% of what youve listed. Freeport seems to get suggested on these boards quite regularly, a module i personally found quite dull! (atleast the first one we never moved beyond it).</p><p></p><p>3. We prefer to be very old skl rule / module wise. For example the temple of elemental evil had no one who would cast raise dead on an adventuring group and has had plently of encounters that killed partys, for lords sake the 12 zombies at the moathouse with the ogre has killed of 9 charecters in its time alone! The concept of running is not one weve ever been good at though granted, my pcs often take great risks and either they pay off or they die. We also find we HATE flexing the rules to allow charecters to die. For example on time they played so badly that iuzz him self ended up killing them, somthing i could of just not had happen but we like to play by the module as much as possible</p></blockquote><p></p>
[QUOTE="terrya, post: 5556041, member: 6672005"] Ill respond to your points one by one and thanks for the helpfull post! 1. Were very big on becoming attatched to charecters and building a personality / story for them. We find this ALOT harder if we start them later on where theres no story behind that wand of fireballs your running around with. Obviously this story can be written but my PCS seem to strugle with that alott more than if its been played out. 2. The module i was about to try next was Burning Plague and the suggestion of The Lost City of Barakus, level 1 to 5, The Vault of Larin Karr, level 4 to 9, and Trouble at Durbenford, level 8 to 14, looks very promising! But other than that we have already tryed and played probably 90% of what youve listed. Freeport seems to get suggested on these boards quite regularly, a module i personally found quite dull! (atleast the first one we never moved beyond it). 3. We prefer to be very old skl rule / module wise. For example the temple of elemental evil had no one who would cast raise dead on an adventuring group and has had plently of encounters that killed partys, for lords sake the 12 zombies at the moathouse with the ogre has killed of 9 charecters in its time alone! The concept of running is not one weve ever been good at though granted, my pcs often take great risks and either they pay off or they die. We also find we HATE flexing the rules to allow charecters to die. For example on time they played so badly that iuzz him self ended up killing them, somthing i could of just not had happen but we like to play by the module as much as possible [/QUOTE]
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Why do they keep on dying?!
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