Spelljammer Light of Xaryxis Experiences?


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Gamer A

Villager
I haven't run it, but I have a few tweaks in mind for if I do.

The simplest change to the ending is that
there's no logical reason why anyone needs to be wearing or holding the ring at all. It can just be dropped in the circle and get whisked away on its own.

The other tweak is half a minor adjustment, half making the implicit explicit. (Major spoilers, still)
Your treacherous ally not actually having a way to help you like they say they do makes them a rather weak character. I'd change that so that they actually could save the world easily in the end - with only a symbolic loss on the other side (the Imperial capitol has been a giant Spelljammer for ages - the whole empire can leave Xyraxis for greener pastures at literally any time). It would just mean (1) weakening their position and powerbase right after they get it, and (2) thinking of the party as real allies rather than convenient pawns. They do not actually decide to betray the party until the moment that they do - at which point, they have officially crossed the line.

I'm also making the Zodar's statement more definitive. "Now that the Empire's last chance of taking the path of redemption for ages of atrocity has failed/squandered itself, the time has come to pass judgement by sending the Ring into the sun and ending Xyraxis' threat to your world!"
 
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My players hated the ending. Change it.
I came up with an idea for this:

Grimzod Gargenhale is the NPC who volunteers to sacrifice himself if a PC won't, right? Just have him forcefully argue from the get-go that he should sacrifice himself only for everyone to discover that the crawling claw he has took the ring while everyone was arguing and went off to sacrifice itself.

I'm also thinking of making Grimzod at least a bit more important to the story by having him be an acquaintance of not just Topolah, but also Krux. I'm also thinking I'll give him a giant bat to ride on so he can be doing something else to aid the party elsewhere while they do their own thing (avoiding the DMPC problem).
 

My players hated the ending. Change it.
I haven't read the adventure, but I would suggest that "NPC sacrifices themselves" needs to be earned. Which would mean the players bringing that character to a position where they are willing to make that decision. "Companion quests" in Bioware style CRPGs are an example of how the players might do that.

As for "PC sacrifices themselves" some players might be up for this.
 

Mort

Legend
Supporter
I haven't read the adventure, but I would suggest that "NPC sacrifices themselves" needs to be earned. Which would mean the players bringing that character to a position where they are willing to make that decision. "Companion quests" in Bioware style CRPGs are an example of how the players might do that.

As for "PC sacrifices themselves" some players might be up for this.

Yes, and that's the point. In this adventure:

1. The need for the sacrifice comes out of left field. It's the opposite of earned.

2. It's, IMO, against the tone of the rest of the adventure. Players are quite likely to go "wait, what?!?" And be unprepared for the tonal shift. It's like the writers just threw the twist in because they thought it would be cool, without considering what came before or how it fits. Which, for me, doesn't work.
 

1. The need for the sacrifice comes out of left field. It's the opposite of earned.
You can't really "write" a relationship between an NPC and the player characters into an adventure for publication. It can only emerge organically.
2. It's, IMO, against the tone of the rest of the adventure. Players are quite likely to go "wait, what?!?" And be unprepared for the tonal shift. It's like the writers just threw the twist in because they thought it would be cool, without considering what came before or how it fits. Which, for me, doesn't work.
"We are Groot"?
 
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Mort

Legend
Supporter
You can't really "write" a relationship between an NPC and the player characters into an adventure for publication. It can only emerge organically.
It's not about a relationship with any NPC. The sacrifice is just the written in way to complete the adventure, no other options are presented (either a PC does it or an NPC is supposed to step in).

"We are Groot"?

IF you're saying they did it in guardians of the Galaxy, so why not here? My answer would be, this isn't a scripted performance. A player should never be forced to lose a PC "because the plot/module/DM says so..."
 

It's not about a relationship with any NPC. The sacrifice is just the written in way to complete the adventure, no other options are presented (either a PC does it or an NPC is supposed to step in).
Which would work, if there was a relationship between the NPC and the players - i.e. they care about the character. Which, aside from possibly writing a note - "encourage the players to develop relationships with the NPCs, it will pay off in the end" in a sidebar, isn't something the author can put in. It's something the DM and players have to put in.
IF you're saying they did it in guardians of the Galaxy, so why not here? My answer would be, this isn't a scripted performance. A player should never be forced to lose a PC "because the plot/module/DM says so..."
Some players will jump at the opportunity to make a heroic sacrifice. Actors love to play death scenes. And if it arises because they have failed to earn the trust of NPCs who might be willing to make the sacrifice for them, that's fair, it's a direct consequence of the players' decisions.
 

Mort

Legend
Supporter
Which would work, if there was a relationship between the NPC and the players - i.e. they care about the character. Which, aside from possibly writing a note - "encourage the players to develop relationships with the NPCs, it will pay off in the end" in a sidebar, isn't something the author can put in. It's something the DM and players have to put in.

Some players will jump at the opportunity to make a heroic sacrifice. Actors love to play death scenes. And if it arises because they have failed to earn the trust of NPCs who might be willing to make the sacrifice for them, that's fair, it's a direct consequence of the players' decisions.

You're talking about how a heroic sacrifice can work. I'm not disagreeing with you.

I'm saying that the way it's written IN THIS ADVENTURE (which you admit to not having read) is ham fisted and doesn't really work.
 

mamba

Legend
Which would work, if there was a relationship between the NPC and the players - i.e. they care about the character. Which, aside from possibly writing a note - "encourage the players to develop relationships with the NPCs, it will pay off in the end" in a sidebar, isn't something the author can put in. It's something the DM and players have to put in.
at a minimum you can (and should) also write in several scenarios in which the players can earn this
 

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