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Campaign Journal of a Parallel World
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<blockquote data-quote="Jfdlsjfd" data-source="post: 7877698" data-attributes="member: 42856"><p>Episodes 1.2 and 1.3 went well over the last few sessions. The PCs enjoyed the trip on the ship and the interactions went well. I almost felt sorry of killing the team of infiltrators off, because I felt the players had grown attached to them. The players dig the prestige system for requisitionning material (I feared they'd want their own gear) and used it to get better meals during their cruise). But they needed to be in charge on Axis Island, so it was more or less mandatory. Playing in 5e, the (mild) grittiness of the system compared to PF and 4e is showing, but the players are quick to improvise (Mold Earth cantrip can't cause damage, but what about weakening the pillars supporting the platform Dupier is standing on? and so on... I let the players go with creative use of their powers to emulate the heroical feel). The Axis Island countryside had to be developped more as, despite the time pressure, the players wanted to explore it all and find local forces to rally. They only remembered the risk of the fleet attacking without the signal in the last moment. Trying to get to the lighthouse included interesting, unplanned moments as the most sound plan they devised was trying to turn a superior officer to their cause, thinking the rank-and-file hadn't been informed by the Duchess of her betrayal and were still thinking they'd be doing the will of the King. It could have worked if they had actually bothered to take prisonners and not slaughtered their way wholesale. So they fell back on another plan: taking the powder magazine, thinking the Axis Fortress should have SOME cannons and at least some firedust somewhere, to storm the lighthouse. They used it with great effect to stall the advance of the rebel forces. Due to the group being extremely low on resources (even if the royal fleet heals them, it can't replace a long rest, so they were wary of intervening against the Fey leader... I had to entice them a little and removed part of the encounter, notably the maze. I am thinking this part in 5e is a little too taxing on the PC's resources, but it could be because they had more encounters than planning within the fortress. </p><p></p><p>Still proceeding well... Fingers crossed! (not because I don't trust the AP, I don't trust myself as a GM to do it justice...)</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7877698, member: 42856"] Episodes 1.2 and 1.3 went well over the last few sessions. The PCs enjoyed the trip on the ship and the interactions went well. I almost felt sorry of killing the team of infiltrators off, because I felt the players had grown attached to them. The players dig the prestige system for requisitionning material (I feared they'd want their own gear) and used it to get better meals during their cruise). But they needed to be in charge on Axis Island, so it was more or less mandatory. Playing in 5e, the (mild) grittiness of the system compared to PF and 4e is showing, but the players are quick to improvise (Mold Earth cantrip can't cause damage, but what about weakening the pillars supporting the platform Dupier is standing on? and so on... I let the players go with creative use of their powers to emulate the heroical feel). The Axis Island countryside had to be developped more as, despite the time pressure, the players wanted to explore it all and find local forces to rally. They only remembered the risk of the fleet attacking without the signal in the last moment. Trying to get to the lighthouse included interesting, unplanned moments as the most sound plan they devised was trying to turn a superior officer to their cause, thinking the rank-and-file hadn't been informed by the Duchess of her betrayal and were still thinking they'd be doing the will of the King. It could have worked if they had actually bothered to take prisonners and not slaughtered their way wholesale. So they fell back on another plan: taking the powder magazine, thinking the Axis Fortress should have SOME cannons and at least some firedust somewhere, to storm the lighthouse. They used it with great effect to stall the advance of the rebel forces. Due to the group being extremely low on resources (even if the royal fleet heals them, it can't replace a long rest, so they were wary of intervening against the Fey leader... I had to entice them a little and removed part of the encounter, notably the maze. I am thinking this part in 5e is a little too taxing on the PC's resources, but it could be because they had more encounters than planning within the fortress. Still proceeding well... Fingers crossed! (not because I don't trust the AP, I don't trust myself as a GM to do it justice...) [/QUOTE]
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