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Die Hard in Sharn
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<blockquote data-quote="Michael Silverbane" data-source="post: 4753021" data-attributes="member: 38016"><p>I think that Die Hard would make a fine adventure for the Eberron campaign setting...</p><p></p><p>However, I think that you might run into a few stumbling blocks... Mostly, they'll be your players.</p><p></p><p>The first problem that you're going to have is how to get your players to have their characters slink off into the uninhabited areas of the tower when the bad guys show up and start causing a ruckus. Backing down from a confrontation is not something that most players are going to want to do.</p><p></p><p>There's a couple of ways that you might be able to do this... Each one might pose further problems of its own.</p><p></p><p>First, you can make the threat of the combined force of badguys seem quite overwhelming, so that the players don't want to risk the confrontation when everybody if all together. This approach can definitely be tricky. If you are too subtle about demonstrating the power of the bad guys, your players might bot take the hint, and may go immediately on the offensive, anyway. Then your adventure will be real short. If you are too heavy-handed about this, then the players may become discouraged and refuse to engage against your badguys at all. This will also wreck up your adventure. Further, the more powerful you make your badguys... the more powerful they will be, which then translates to power for the PCs later (as you mentioned that this might be a one-off, that's not too big a deal).</p><p></p><p>Second, you can make your characters feel like they aren't prepared to deal with the large group of badguys immediately. You can do this by making their equipment unavailable to them. This, of course, causes a couple of problems... Players hate to be without their equipment, and some of them will go so far as to refuse to do so under the threat of death. Which can be annoying and troublesome. Further, some classes are more able to operate without their equipment than others. Warlocks, Artificers, and other magic-using classes are definitely at less of a disadvantage when denied access to their equipment than fighters, rogues, and other non-magic classes. This can create an unpleasant disparity between the pcs. One thing that you might do to mitigate this problem is to make the equipment available through a brief interlude in the adventure (maybe the equipment is stored away in a hotel-room in one of the towers lower level, the PCs merely need to gain access to a stairway so that they may retrieve it).</p><p></p><p>And... That's about all I've got for right now. It should be a pretty cool adventure, but you're going to need to do some adapting of the story-line in order to make it fit within the tropes of D&D and to allow it to be abused by your players, without falling apart.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 4753021, member: 38016"] I think that Die Hard would make a fine adventure for the Eberron campaign setting... However, I think that you might run into a few stumbling blocks... Mostly, they'll be your players. The first problem that you're going to have is how to get your players to have their characters slink off into the uninhabited areas of the tower when the bad guys show up and start causing a ruckus. Backing down from a confrontation is not something that most players are going to want to do. There's a couple of ways that you might be able to do this... Each one might pose further problems of its own. First, you can make the threat of the combined force of badguys seem quite overwhelming, so that the players don't want to risk the confrontation when everybody if all together. This approach can definitely be tricky. If you are too subtle about demonstrating the power of the bad guys, your players might bot take the hint, and may go immediately on the offensive, anyway. Then your adventure will be real short. If you are too heavy-handed about this, then the players may become discouraged and refuse to engage against your badguys at all. This will also wreck up your adventure. Further, the more powerful you make your badguys... the more powerful they will be, which then translates to power for the PCs later (as you mentioned that this might be a one-off, that's not too big a deal). Second, you can make your characters feel like they aren't prepared to deal with the large group of badguys immediately. You can do this by making their equipment unavailable to them. This, of course, causes a couple of problems... Players hate to be without their equipment, and some of them will go so far as to refuse to do so under the threat of death. Which can be annoying and troublesome. Further, some classes are more able to operate without their equipment than others. Warlocks, Artificers, and other magic-using classes are definitely at less of a disadvantage when denied access to their equipment than fighters, rogues, and other non-magic classes. This can create an unpleasant disparity between the pcs. One thing that you might do to mitigate this problem is to make the equipment available through a brief interlude in the adventure (maybe the equipment is stored away in a hotel-room in one of the towers lower level, the PCs merely need to gain access to a stairway so that they may retrieve it). And... That's about all I've got for right now. It should be a pretty cool adventure, but you're going to need to do some adapting of the story-line in order to make it fit within the tropes of D&D and to allow it to be abused by your players, without falling apart. [/QUOTE]
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