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Enhancing "Princes of the Apocalypse" (Practical stuff to try at your table!)
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<blockquote data-quote="GX.Sigma" data-source="post: 6674430" data-attributes="member: 6690511"><p>After running it for a while, my biggest piece of advice is to ignore the hooks it gives you--especially the Mirabar delegation, which is the main hook at the beginning, and then the authors apparently forgot about it for most of the rest of the book. If I were starting again, I'd try to come up with something a bit better.</p><p></p><p>The dungeons are decent, but maybe too repetitive for an entire campaign ("what's causing trouble around here? i wonder if it's an elemental cult disguised as some benign organization..."). If I were starting again, I'd just take the dungeons, and put them into a larger sandbox where you can do other things. The side treks in Chapter 6 could theoretically help, but all of them I've run so far have fallen flat.</p><p></p><p>The four evil factions have basically identical objectives (summon an epic-level planar monster and mess stuff up), tactics (wait around for PCs to come kill them), and beliefs (destroy any who don't join them). Sound familiar? If I were starting again, I'd try to come up with something... well, less boring. I'd also try to make the cults have interesting relationships with each other (like, open war with opposed element, tenuous truce with adjacent elements).</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6674430, member: 6690511"] After running it for a while, my biggest piece of advice is to ignore the hooks it gives you--especially the Mirabar delegation, which is the main hook at the beginning, and then the authors apparently forgot about it for most of the rest of the book. If I were starting again, I'd try to come up with something a bit better. The dungeons are decent, but maybe too repetitive for an entire campaign ("what's causing trouble around here? i wonder if it's an elemental cult disguised as some benign organization..."). If I were starting again, I'd just take the dungeons, and put them into a larger sandbox where you can do other things. The side treks in Chapter 6 could theoretically help, but all of them I've run so far have fallen flat. The four evil factions have basically identical objectives (summon an epic-level planar monster and mess stuff up), tactics (wait around for PCs to come kill them), and beliefs (destroy any who don't join them). Sound familiar? If I were starting again, I'd try to come up with something... well, less boring. I'd also try to make the cults have interesting relationships with each other (like, open war with opposed element, tenuous truce with adjacent elements). [/QUOTE]
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