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Confessions of a guilty conscience DM
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<blockquote data-quote="guachi" data-source="post: 6511792" data-attributes="member: 6785802"><p>I reread X2 two days as I plan to run it in my campaign when the PCs hit level 5 or so. I first bought the adventure back in 1988 or so when I was 14. I remember being shocked at how brutal some of the encounters are. I loved it and hated it. The adventure is just so crazy. I think I must have read it through several times, but never ran it. In the interim I don't think I read it again but it stuck with me all those years.</p><p></p><p>This particular encounter you describe is in the early part of the adventure. Like you said, it advances no plot (aside from pointing out how completely loony everything is). I thought long and hard on that encounter how I'd run it. I resolved to pull no punches except the very last item which kills players outright. For that, I decided to drop the player unconscious to zero hp and narrate them fading as in the adventure if they fail their save they turn into a ghost.</p><p></p><p>There are a ton of positive outcomes from eating the food. Some of them occur when you FAIL a save. It's crazy. I've told my players, six of whom out of seven, have never played anything earlier than 4th edition, that it's a campaign geared towards old adventures and I'll try to focus on three pillars of gaming. I guess this falls into "exploration" category but I really doubt my players are ready for the "tricks and traps" that so many old adventures have.</p><p></p><p>I dread to think what your players will do when they get to the room with a bunch of squares with letters on them. Do it wrong and you get "You are turned into a werewolf and become an NPC".</p></blockquote><p></p>
[QUOTE="guachi, post: 6511792, member: 6785802"] I reread X2 two days as I plan to run it in my campaign when the PCs hit level 5 or so. I first bought the adventure back in 1988 or so when I was 14. I remember being shocked at how brutal some of the encounters are. I loved it and hated it. The adventure is just so crazy. I think I must have read it through several times, but never ran it. In the interim I don't think I read it again but it stuck with me all those years. This particular encounter you describe is in the early part of the adventure. Like you said, it advances no plot (aside from pointing out how completely loony everything is). I thought long and hard on that encounter how I'd run it. I resolved to pull no punches except the very last item which kills players outright. For that, I decided to drop the player unconscious to zero hp and narrate them fading as in the adventure if they fail their save they turn into a ghost. There are a ton of positive outcomes from eating the food. Some of them occur when you FAIL a save. It's crazy. I've told my players, six of whom out of seven, have never played anything earlier than 4th edition, that it's a campaign geared towards old adventures and I'll try to focus on three pillars of gaming. I guess this falls into "exploration" category but I really doubt my players are ready for the "tricks and traps" that so many old adventures have. I dread to think what your players will do when they get to the room with a bunch of squares with letters on them. Do it wrong and you get "You are turned into a werewolf and become an NPC". [/QUOTE]
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