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Eberron: Whispers of the Vampire's Blade
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<blockquote data-quote="olshanski" data-source="post: 2161274" data-attributes="member: 7441"><p>I played in the adventure.</p><p>The lightning railroad is a too-apt metaphor for the entire adventure. There appeared to be several instances when the plot had gaping holes, or band-aids to thwart the players from actually catching the bad guy. It was aggravating to play. (not aggravating in the way of a bad guy getting away because you as a player made a mistake, and then you finally get to correct the mistake later... but rather aggravating in that the adventure was written so that no matter what the players do they are actually helpless pawns, moved at whim by the writer of the adventure that wanted you to follow his script and not really be in charge of your own destiny).</p><p></p><p>I haven't read the adventure, but many of the scenes which are supposed to come off as "cinematic" do come off as cinematic... as an old 1940s serialized adventure like flash gordon or king of the rocket men. This is not necessarily a good thing, as the ridiculous escapes which I suppose may have been thrilling 60 years ago are groan-inducing cliche today. Some of it was pushed to dangerous extremes.</p><p></p><p>Our DM was forced to bend the rules nearly to the breaking point to keep the railroad going.</p><p></p><p>In the first adventure in the series, the players are given an extra-dimensional haversack filled with supplies to get them on thier way... not bad... but this is the seed of a future problem.</p><p></p><p>In the ballroom encounter, it is correct that the players had no weapons, so we had a monk and a summoned alligator grapple the main villian, once he was grappled, everone else dog-piled on, pinned the villian, and disarmed him. Once Lucian's sword was gone, one character grabbed it and threw it in the haversack before running to the hills.</p><p></p><p>We were willing to let the villian get away, since we had his major weapon... but the DM had to be heavy handed to get us to go along with what the rest of the adventure intended. We got on the airship, as did the villian. We did our part to find the villian on the airship, but were heavy-handedly prevented from doing anything about the bad guy... it began to get us angry. Then following the script (which we as players were really helpless to do anything about), the airship eventually starts to crash. As luck would have it, the character with the major weapon in the haversack does not have the mobility to escape the airship, as he is trapped underdeck... his only hope is to climb into an extradimensional storage compartment... (what happens when you take an extradimensional space inside another extradimesional space)?</p></blockquote><p></p>
[QUOTE="olshanski, post: 2161274, member: 7441"] I played in the adventure. The lightning railroad is a too-apt metaphor for the entire adventure. There appeared to be several instances when the plot had gaping holes, or band-aids to thwart the players from actually catching the bad guy. It was aggravating to play. (not aggravating in the way of a bad guy getting away because you as a player made a mistake, and then you finally get to correct the mistake later... but rather aggravating in that the adventure was written so that no matter what the players do they are actually helpless pawns, moved at whim by the writer of the adventure that wanted you to follow his script and not really be in charge of your own destiny). I haven't read the adventure, but many of the scenes which are supposed to come off as "cinematic" do come off as cinematic... as an old 1940s serialized adventure like flash gordon or king of the rocket men. This is not necessarily a good thing, as the ridiculous escapes which I suppose may have been thrilling 60 years ago are groan-inducing cliche today. Some of it was pushed to dangerous extremes. Our DM was forced to bend the rules nearly to the breaking point to keep the railroad going. In the first adventure in the series, the players are given an extra-dimensional haversack filled with supplies to get them on thier way... not bad... but this is the seed of a future problem. In the ballroom encounter, it is correct that the players had no weapons, so we had a monk and a summoned alligator grapple the main villian, once he was grappled, everone else dog-piled on, pinned the villian, and disarmed him. Once Lucian's sword was gone, one character grabbed it and threw it in the haversack before running to the hills. We were willing to let the villian get away, since we had his major weapon... but the DM had to be heavy handed to get us to go along with what the rest of the adventure intended. We got on the airship, as did the villian. We did our part to find the villian on the airship, but were heavy-handedly prevented from doing anything about the bad guy... it began to get us angry. Then following the script (which we as players were really helpless to do anything about), the airship eventually starts to crash. As luck would have it, the character with the major weapon in the haversack does not have the mobility to escape the airship, as he is trapped underdeck... his only hope is to climb into an extradimensional storage compartment... (what happens when you take an extradimensional space inside another extradimesional space)? [/QUOTE]
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