Changes or No Changes

I do kinda like the idea of needing to find a way out, but I'd hate it if I didn't have the opportunity to play that adventure(s) that provided that. And it's entirely likely that that might happen.

So I'd include one or two exits per tier, and then also allow for the option of spending downtime days to find a way out off-camera.
 

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So far, I've played AL modules only at cons, and my attendance there is 100%-dependent on saving up the money beforehand.
My FLGS experience with the APs (HotDQ / Tiamat, now PotA) has been that the campaign slowly migrates away from AL standards over time.
I haven't tried to run mods at FLGS; when I finish DM'ing Tiamat (or talk somebody else into it while I work a seasonal job), that will be an option I bring up.

Therefore: getting out of a 'one-way gate' module by playing another specially-designated module later, will be very difficult for me. I will decline the module, rather than tie up my character for months of IRL time.
The best way to handle this is to have "Part One of Two" / "Part Two of Two" as part of the module ad write-up, and schedule them right after one another.
Think of it as getting stuck in the on-ramp to a Toll Road (or a limited-access Interstate Highway) due to congested traffic; the way back off the Toll Road may be an extensive DETOUR from where I really wanted to go.
 

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