Dark Dragon
Explorer
Goobermunch said:What does CRM mean? Abbreviations are only fun if they're shared.
--G
Crater Ridge Mines (where the four temples are).
Goobermunch said:What does CRM mean? Abbreviations are only fun if they're shared.
--G
Dark Dragon said:The next DM in charge is me...
...(I have already some adventures, but I don't like them much, most of them are meat grinders..Tomb of Horrors and the like).
The problem is to get some fun back to game...
Any ideas for a good changeover...
Spider said:You might consider some alternatives:
Let the group play the bad guys for a while. The cult may be involved in other projects throughout the world. Maybe they've got dopplegangers trying to start a war. Maybe they have agents exploring other ways of bringing about the apocalypse. Maybe some of their priests are tracking down the friends and family of the PC's in order to do horrible things to them.
Spider said:At any rate, it might be fun to play a side adventure loosely related to the main plot, just to take a break. My group has done exactly this...twice. Once they played some cultists, the other time they played some reckless "Indiana Jones" types. Both side-treks were a lot of fun, and allowed us to explore more aspects of the adventure than the main dungeon-crawl.
Spider said:I'm reading stuff into your post, and I apologize if I'm missing the mark. But I agree some others that it sounds like your DM is not so much frustrated with the module, rather with the high-level stuff he's having to deal with. He's having to re-write every encounter, add stuff in, etc. in order to challenge you guys...and it sounds like he's overdoing it. What if the group of PC's you're playing now were to be called off to do something else, more appropriate to their power-level. War, demonic invasion, etc. are all major events that could distract a high-level group. Once they're out of the way, start playing with a lower-level group (you should be about 9th-10th level at this point in the module). Let the DM run the module as written, and it might be more fun.
Spider said:If you build a group that's focused on disguise, bluffing, diplomacy, knowledge (religion), etc., you can focus more on the investigation and role-playing aspects of the adventure. That may be a more rewarding way for the DM to run it, rather than a bunch of combats.
Spider said:I hope your campaign can be salvaged. I have had fun with the adventure, and look forward to completing it in the next few months.
And I second that recommendation to have your DM visit Monte's message boards. There are some very creative folks over there, with loads of additional material (FAQ's, errata, maps, etc.) It's only for DM's, so don't go peeking yourself!
http://pub58.ezboard.com/fokayyourturnfrm17
Good luck,
Spider
Originally posted by Mark
When you change over, have everyone create new 1st-level characters and pass them to the player on the right. Sometimes shaking things up in this way helps breath new life into a group. Even if you do not try out this experiment, pick up an adventure with as much or more roleplaying as combat.
Dark Dragon said:
That's one of the problems: Even the best strategies resulted in defeat and/or more problems. Dead characters are a part of D&D and each player in the group knows that. But if the PCs keep dying despite best efforts and good role-playing, fun dies, too.