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<blockquote data-quote="arkwright" data-source="post: 7907861" data-attributes="member: 6925177"><p>I'll edit in a longer post later when I'm free. For now my advice is that this is a good opportunity to let your players behind the screen and to learn about what rails zeit does and does not have. Some of act 2s key flaws involve Borne, and a hasty decision now will complicate things for you later, big time.</p><p></p><p>Edit: okay, longer post.</p><p></p><p>Book 5: Borne activates and is banished to the Dreaming where no one can touch him. Leone """"dies"""" along with Grappa.</p><p>Book 6: The party finds Tinker to learn about Borne. Tinker tells them that Grappa has been in touch.</p><p>Book 7: Leone is alive, and Grappa is in his mind. The party arrests Leone and they and Grappa work together to infiltrate an Ob meeting.</p><p>Book 8: The party finds Kasvarina to use her to control Borne. It doesn't work, they get banished to the Dreaming, Nic seizes Borne.</p><p>Book 9: Nic uses Borne to do the Axis Ritual.</p><p></p><p>There are three major issues with this plot. First; finding Tinker leads to very little about Borne that is useful. Second; finding Kasvarina does very little to help control Borne. Third; having to DM-ex-machina Grappa and Leone into """"death"""" is clumsy.</p><p></p><p>My suggestions for you;</p><ul> <li data-xf-list-type="ul">Don't let them blow up Borne. It will require you to re-write party motivations in Act 2. Emphasize how Borne isn't just some robot, he is a fully-formed fully-complete giant-android. There is no 'off button'. Perhaps show them a little of his Book 13 stats, his defences and HP. Although do note that his Book 13 stats are 'enhanced' and he should technically be weaker in Book 5.</li> <li data-xf-list-type="ul">When the King gives his 'banish Borne to the Dreaming' plan, emphasize how doing so will make Borne off-limits to <em>everyone</em>. The Ob can't touch him, and neither can the fey- what with the tech sickness. Maybe a fey titan <em>could</em> pick a fight with him, but certainly not control him.</li> <li data-xf-list-type="ul">Let the players behind the DM screen. Tell them that Borne is a crucial part of this AP and is a crucial part of the Ob's grand plan. Tell them that Act 2 is about learning more about him and trying to control him. Tell them that Borne getting banished to the Dreaming is a <em>win</em> condition, not a lose condition. If you think your party would react well, perhaps tell them generally about the issues I have highlighted above, how Borne's handling in this AP can be clumsy, and how the party might have to metagame a little so as not to break the plot. There is a lot of fantastic stuff in this AP, sometimes you have to act in a certain way with the bad so you can enjoy the good.</li> <li data-xf-list-type="ul">Perhaps encourage the party to go on ahead. If the party can link up with the King, they can use fireworks to lure Borne down to the harbor as safely as possible, so no-one gets hurt. Borne is fast, but he also has no reason to be hasty, he's just exploring.</li> <li data-xf-list-type="ul">Grappa captured + mindcontrolled and Leone dead... that's a touch more complicated. You may very well be best off writing off Grappa and Leone. Instead, have Tinker talk about an Ob operative he knew from his time in the facility, and have the PCs track down that operative. The operative can be original or pre-existing. The operative has an interest in mind-swaps which still leads them to Knutpara.</li> </ul><p>If you wanna talk more about it, maybe PM me and we'll hook up over Discord.</p></blockquote><p></p>
[QUOTE="arkwright, post: 7907861, member: 6925177"] I'll edit in a longer post later when I'm free. For now my advice is that this is a good opportunity to let your players behind the screen and to learn about what rails zeit does and does not have. Some of act 2s key flaws involve Borne, and a hasty decision now will complicate things for you later, big time. Edit: okay, longer post. Book 5: Borne activates and is banished to the Dreaming where no one can touch him. Leone """"dies"""" along with Grappa. Book 6: The party finds Tinker to learn about Borne. Tinker tells them that Grappa has been in touch. Book 7: Leone is alive, and Grappa is in his mind. The party arrests Leone and they and Grappa work together to infiltrate an Ob meeting. Book 8: The party finds Kasvarina to use her to control Borne. It doesn't work, they get banished to the Dreaming, Nic seizes Borne. Book 9: Nic uses Borne to do the Axis Ritual. There are three major issues with this plot. First; finding Tinker leads to very little about Borne that is useful. Second; finding Kasvarina does very little to help control Borne. Third; having to DM-ex-machina Grappa and Leone into """"death"""" is clumsy. My suggestions for you; [LIST] [*]Don't let them blow up Borne. It will require you to re-write party motivations in Act 2. Emphasize how Borne isn't just some robot, he is a fully-formed fully-complete giant-android. There is no 'off button'. Perhaps show them a little of his Book 13 stats, his defences and HP. Although do note that his Book 13 stats are 'enhanced' and he should technically be weaker in Book 5. [*]When the King gives his 'banish Borne to the Dreaming' plan, emphasize how doing so will make Borne off-limits to [I]everyone[/I]. The Ob can't touch him, and neither can the fey- what with the tech sickness. Maybe a fey titan [I]could[/I] pick a fight with him, but certainly not control him. [*]Let the players behind the DM screen. Tell them that Borne is a crucial part of this AP and is a crucial part of the Ob's grand plan. Tell them that Act 2 is about learning more about him and trying to control him. Tell them that Borne getting banished to the Dreaming is a [I]win[/I] condition, not a lose condition. If you think your party would react well, perhaps tell them generally about the issues I have highlighted above, how Borne's handling in this AP can be clumsy, and how the party might have to metagame a little so as not to break the plot. There is a lot of fantastic stuff in this AP, sometimes you have to act in a certain way with the bad so you can enjoy the good. [*]Perhaps encourage the party to go on ahead. If the party can link up with the King, they can use fireworks to lure Borne down to the harbor as safely as possible, so no-one gets hurt. Borne is fast, but he also has no reason to be hasty, he's just exploring. [*]Grappa captured + mindcontrolled and Leone dead... that's a touch more complicated. You may very well be best off writing off Grappa and Leone. Instead, have Tinker talk about an Ob operative he knew from his time in the facility, and have the PCs track down that operative. The operative can be original or pre-existing. The operative has an interest in mind-swaps which still leads them to Knutpara. [/LIST] If you wanna talk more about it, maybe PM me and we'll hook up over Discord. [/QUOTE]
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