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*Dungeons & Dragons
Descent Into Avernus & Mad Max: Why the adventure ultimately failed (to me!)
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<blockquote data-quote="ECMO3" data-source="post: 8655410" data-attributes="member: 7030563"><p>Wow, that was a lot. Far too much for me to read all of it.</p><p></p><p>To start with, I played DIA and I loved it. I played an Arcane Trickster4/BladesingerX</p><p></p><p>I think if you go strictly along the plot line it can be railroadish, and there is a problem deviating because you are trying to save a city before they all starve to death, so you don't have a lot of time to explore hell or otherwise get involved with the many cool story elements there.</p><p></p><p>I loved the cars we got and the running battles we had in them and it did feel very mad-maxish driving around in them (perhaps because I was generally the driver because I had land vehicle proficiency). Our DM was so awesome on this and we were constantly thinking up maneuvers to do with the car - I slammed on the brakes and put it in a power slide while our barbarian leaps into the enemies vehicle. Our Monk falling off and using that Monk speed to try and catch us. I failed a check and our scavanger got demolished at one point as I tried to swerve and avoid an enemy that was trying to ram us. As we spilled out of it we were able to run down our adversaries car and ended up taking it. </p><p></p><p>I think there would be something to be said for a DM to alter the plot a bit. Make it not about saving the people of El Turel but rather something with less of a sense of urgency-maybe the city got sucked into hell but the people didn't and make the people living there warlord types or slavers. Then expand the adventure so the players can explore hell, maybe play a bigger role in the blood war (willing or not), take a side mission on the Stix to another plane (abyss or another layer of hell). It would be some work, but I think the adventure and the "dora the explorer" style map you get has enough in there to expand and do this.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8655410, member: 7030563"] Wow, that was a lot. Far too much for me to read all of it. To start with, I played DIA and I loved it. I played an Arcane Trickster4/BladesingerX I think if you go strictly along the plot line it can be railroadish, and there is a problem deviating because you are trying to save a city before they all starve to death, so you don't have a lot of time to explore hell or otherwise get involved with the many cool story elements there. I loved the cars we got and the running battles we had in them and it did feel very mad-maxish driving around in them (perhaps because I was generally the driver because I had land vehicle proficiency). Our DM was so awesome on this and we were constantly thinking up maneuvers to do with the car - I slammed on the brakes and put it in a power slide while our barbarian leaps into the enemies vehicle. Our Monk falling off and using that Monk speed to try and catch us. I failed a check and our scavanger got demolished at one point as I tried to swerve and avoid an enemy that was trying to ram us. As we spilled out of it we were able to run down our adversaries car and ended up taking it. I think there would be something to be said for a DM to alter the plot a bit. Make it not about saving the people of El Turel but rather something with less of a sense of urgency-maybe the city got sucked into hell but the people didn't and make the people living there warlord types or slavers. Then expand the adventure so the players can explore hell, maybe play a bigger role in the blood war (willing or not), take a side mission on the Stix to another plane (abyss or another layer of hell). It would be some work, but I think the adventure and the "dora the explorer" style map you get has enough in there to expand and do this. [/QUOTE]
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