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Desert of Desolation - your experiences?
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<blockquote data-quote="Byrons_Ghost" data-source="post: 1980846" data-attributes="member: 7396"><p>I actually do like this series- I'm fond of Arabian Nights type stuff, and the modules are both creative and well done. BUT...</p><p></p><p>(spoilers follow)</p><p></p><p></p><p></p><p></p><p></p><p>This series had a pretty dark reputation among my college group, because we had a DM who kept trying to run it, and failing, over and over again. First with our primary PC group- which wasn't even from Faerun, but that was nothing a random <em>plane shift</em> effect from nowhere couldn't fix! I guess it's no worse than the faux pas or teleport device entries, but it's sort of irritating to leave a bunch of plots on your own homeworld for something completely different (this DM did this sort of thing constantly, why he couldn't adapt the modules to the setting, I'll never know).</p><p></p><p>So, we made as far as the temple of Sekur, with the specters and the altar and all that. It has the offering bowl on the altar, you toss in a treasure and get the Hand of Sekur, everyone remember that? So, our well-meaning party paladin makes an offering of ONE OF THE STAR GEMS, and it promptly vanishes and is replaced with the Hand of Sekur (which went to my illusionist character, who was ecstatic to finally have a weapon against the undead). So, no opening the Tomb of Martek for us, as one of the gems had gone Zagyg knows where.</p><p></p><p>And we all went home. About a year later (IRL), the DM tried to start up the module again, with a different group, picking up where we'd left off. Somehow we ended up with the rest of the star gems, I don't remember how. And eventually we got sidelined again, and so a while later had an entirely new group thrust into the last part of the campaign. I think we actually finished it, but we were so worn down by this point that I remember very little about it. I'd actually love to go through it properly sometime.</p><p></p><p>So, among our group (except for the DM) this series was known either as "The Module Which Shall Not Be Named", or "The Neverending Campaign". Good lesson about how not to railroad groups here. Especially since the DM was fantastic in so many other ways- he played great NPCs, kept interest levels up, and engaged both the players and the characters. But he just couldn't get around running the modules exactly as they were written, and kept trying to do it when it didn't work over and over again. In short: good module, but bad experiences...</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 1980846, member: 7396"] I actually do like this series- I'm fond of Arabian Nights type stuff, and the modules are both creative and well done. BUT... (spoilers follow) This series had a pretty dark reputation among my college group, because we had a DM who kept trying to run it, and failing, over and over again. First with our primary PC group- which wasn't even from Faerun, but that was nothing a random [i]plane shift[/i] effect from nowhere couldn't fix! I guess it's no worse than the faux pas or teleport device entries, but it's sort of irritating to leave a bunch of plots on your own homeworld for something completely different (this DM did this sort of thing constantly, why he couldn't adapt the modules to the setting, I'll never know). So, we made as far as the temple of Sekur, with the specters and the altar and all that. It has the offering bowl on the altar, you toss in a treasure and get the Hand of Sekur, everyone remember that? So, our well-meaning party paladin makes an offering of ONE OF THE STAR GEMS, and it promptly vanishes and is replaced with the Hand of Sekur (which went to my illusionist character, who was ecstatic to finally have a weapon against the undead). So, no opening the Tomb of Martek for us, as one of the gems had gone Zagyg knows where. And we all went home. About a year later (IRL), the DM tried to start up the module again, with a different group, picking up where we'd left off. Somehow we ended up with the rest of the star gems, I don't remember how. And eventually we got sidelined again, and so a while later had an entirely new group thrust into the last part of the campaign. I think we actually finished it, but we were so worn down by this point that I remember very little about it. I'd actually love to go through it properly sometime. So, among our group (except for the DM) this series was known either as "The Module Which Shall Not Be Named", or "The Neverending Campaign". Good lesson about how not to railroad groups here. Especially since the DM was fantastic in so many other ways- he played great NPCs, kept interest levels up, and engaged both the players and the characters. But he just couldn't get around running the modules exactly as they were written, and kept trying to do it when it didn't work over and over again. In short: good module, but bad experiences... [/QUOTE]
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