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Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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<blockquote data-quote="Cadriel" data-source="post: 6581675" data-attributes="member: 4295"><p>In the case of PotA, "Why doesn't someone else do it?" is a question that wouldn't even come up until the PCs are already in the thick of things. I mean, imagine if you actually went up to the current open Lord of Waterdeep to tell them about how there are a nest of cultists in the hinterlands a hundred miles outside of their city. As far as the Waterdhavians are concerned, the main problem is a drain on their resources from extra caravan guards being needed.</p><p></p><p>By the time (at the start of chapter 5) that things get serious and have wide ranging effects beyond scared farmers and extra bandit raids in the adventure's plot line, the PCs will be 10th level - essentially the Big Damn Heroes of the region. Why wouldn't the Lords of Waterdeep decide that, hey, there are already heroes on the case, no need for some dramatic intervention? It's a pretty logical design, in that regard.</p><p></p><p>Now, you can argue that if the PCs fail, the Super Big Heroes of the Realms will clean it up. But at what cost? By the time one of the Elemental Princes gets out, it will probably have time to devastate a good chunk of the Dessarin Valley before an appointed saviors arrive on the scene. And those heroes won't be able to do whatever they'd be doing otherwise, so it's not like this is "free." And if the heroes aren't setting the cult back in the initial adventure, it will also be harder for the Super Big Heroes to deal with,mhaving more resources and a freer hand in the area. It really does make sense for the PCs to be involved in the whole campaign, given all that.</p></blockquote><p></p>
[QUOTE="Cadriel, post: 6581675, member: 4295"] In the case of PotA, "Why doesn't someone else do it?" is a question that wouldn't even come up until the PCs are already in the thick of things. I mean, imagine if you actually went up to the current open Lord of Waterdeep to tell them about how there are a nest of cultists in the hinterlands a hundred miles outside of their city. As far as the Waterdhavians are concerned, the main problem is a drain on their resources from extra caravan guards being needed. By the time (at the start of chapter 5) that things get serious and have wide ranging effects beyond scared farmers and extra bandit raids in the adventure's plot line, the PCs will be 10th level - essentially the Big Damn Heroes of the region. Why wouldn't the Lords of Waterdeep decide that, hey, there are already heroes on the case, no need for some dramatic intervention? It's a pretty logical design, in that regard. Now, you can argue that if the PCs fail, the Super Big Heroes of the Realms will clean it up. But at what cost? By the time one of the Elemental Princes gets out, it will probably have time to devastate a good chunk of the Dessarin Valley before an appointed saviors arrive on the scene. And those heroes won't be able to do whatever they'd be doing otherwise, so it's not like this is "free." And if the heroes aren't setting the cult back in the initial adventure, it will also be harder for the Super Big Heroes to deal with,mhaving more resources and a freer hand in the area. It really does make sense for the PCs to be involved in the whole campaign, given all that. [/QUOTE]
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Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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