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Descent Into Avernus & Mad Max: Why the adventure ultimately failed (to me!)
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<blockquote data-quote="TheSword" data-source="post: 8655205" data-attributes="member: 6879661"><p>I’d echo the problems already described and add a couple more.</p><p></p><p>The idea of vehicle chases just doesn’t work. From a mechanics standpoint the PCs have no good reason not to stop the wagons and just fight whatever is chasing them. It’s almost always better just to target the pilots not the vehicles and the vehicle rules don’t work with D&D turn based initiative. The soul tokens are a red herring.</p><p></p><p>It just isn’t dangerous enough. There isn’t really anything to be properly scared of in hell. Which seems like a flaw in the way the adventure set difficulty.</p><p></p><p>The encounters in hell are static, bland and devoid of plot and inter connectivity. Every NPC is useful and relevant for the 10 minutes it takes to move to the next section and then is never heard from again. The rivalry between different factions and the bargaining is non-existent.</p><p></p><p>The idea was great, the execution was poor. What the adventure needed was Plot that the players could engage with and influence, rather than some meta plot happening in the background that the players only learn about by accident.</p><p></p><p>RPGs absolutely can tell the PCs a story through a slowly discovered and unraveled mystery. There is no reason why the PCs can’t tell their own along the way. The two are not mutually exclusive.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8655205, member: 6879661"] I’d echo the problems already described and add a couple more. The idea of vehicle chases just doesn’t work. From a mechanics standpoint the PCs have no good reason not to stop the wagons and just fight whatever is chasing them. It’s almost always better just to target the pilots not the vehicles and the vehicle rules don’t work with D&D turn based initiative. The soul tokens are a red herring. It just isn’t dangerous enough. There isn’t really anything to be properly scared of in hell. Which seems like a flaw in the way the adventure set difficulty. The encounters in hell are static, bland and devoid of plot and inter connectivity. Every NPC is useful and relevant for the 10 minutes it takes to move to the next section and then is never heard from again. The rivalry between different factions and the bargaining is non-existent. The idea was great, the execution was poor. What the adventure needed was Plot that the players could engage with and influence, rather than some meta plot happening in the background that the players only learn about by accident. RPGs absolutely can tell the PCs a story through a slowly discovered and unraveled mystery. There is no reason why the PCs can’t tell their own along the way. The two are not mutually exclusive. [/QUOTE]
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Descent Into Avernus & Mad Max: Why the adventure ultimately failed (to me!)
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