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DM wants to abandon RttToEE...(spoilers) - long
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<blockquote data-quote="Nareau" data-source="post: 915255" data-attributes="member: 969"><p>I've been running into similar problems with my RttToEE campaign. I feel bad about it, but I've been artificially holding my PC's back from advancing in level for a few sessions...simply because I don't want to get on that downward spiral of having to adjust every single encounter for a group that's too powerful. They've been good sports about it, and we're past the point where I felt it was necessary. But I have felt the need to limit the power levels of the PC's.</p><p></p><p>You might consider some alternatives:</p><p>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. 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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p><a href="http://pub58.ezboard.com/fokayyourturnfrm17" target="_blank">http://pub58.ezboard.com/fokayyourturnfrm17</a></p><p></p><p>Good luck,</p><p>Spider</p></blockquote><p></p>
[QUOTE="Nareau, post: 915255, member: 969"] I've been running into similar problems with my RttToEE campaign. I feel bad about it, but I've been artificially holding my PC's back from advancing in level for a few sessions...simply because I don't want to get on that downward spiral of having to adjust every single encounter for a group that's too powerful. They've been good sports about it, and we're past the point where I felt it was necessary. But I have felt the need to limit the power levels of the PC's. 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. 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. 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. 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. 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! :) [url]http://pub58.ezboard.com/fokayyourturnfrm17[/url] Good luck, Spider [/QUOTE]
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