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Enhancing "Storm King's Thunder"
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<blockquote data-quote="Daern" data-source="post: 7001917" data-attributes="member: 81800"><p>I also ran Out of the Abyss for a while before it fizzled. It started awesome but we got bogged down in the dwarf city. It felt like a mega plot the players didn't really understand or relate to and not much clarity about how to go about things so they just stumbled ahead from one thing to the next. That was fun for awhile but it lost steam. </p><p>I just finished Curse of Strahd and the huge difference was that there was at all times a lot of agency for the player in terms of how to approach various problems and situations. </p><p>So far with this one, I'm trying to hold onto what I learned from CoS, which is to make each incidental location or encounter they choose or stumble into no more than a session or two, so that they can then choose another if they like. In CoS that meant they came and went a bit with the Castle Ravenloft. </p><p>With SKT it meant I turned both the Triboar and Goldenfields attacks into single sessions of rp+mega-encounter. The players ended up in Triboar after speaking to Old Gnawbones. They had a really fancy dinner and over priced stay at the inn. Then they asked around and ended up in the wizards tower of Kolstaag the Friendless (I showed them the picture of the wizard from Korgoth of Barbaria) paying for information about Harshnag. He spouted some cryptic backstory and then pointed out across the town -the fire giants were attacking! And so it went. </p><p>Anyways, this is just to say that I'm treating this like a wide open campaign and players are being lead around by their noses after various leads, but in this case its easy for them to break off and try something else. In the Underdark they had to power through because their was less information and more existential danger.</p><p>However, a drow character just joined and gave her the back story having escaped the drow capital city as it was being ravaged by a horde of demons from hell, so its definitely an option later on.</p></blockquote><p></p>
[QUOTE="Daern, post: 7001917, member: 81800"] I also ran Out of the Abyss for a while before it fizzled. It started awesome but we got bogged down in the dwarf city. It felt like a mega plot the players didn't really understand or relate to and not much clarity about how to go about things so they just stumbled ahead from one thing to the next. That was fun for awhile but it lost steam. I just finished Curse of Strahd and the huge difference was that there was at all times a lot of agency for the player in terms of how to approach various problems and situations. So far with this one, I'm trying to hold onto what I learned from CoS, which is to make each incidental location or encounter they choose or stumble into no more than a session or two, so that they can then choose another if they like. In CoS that meant they came and went a bit with the Castle Ravenloft. With SKT it meant I turned both the Triboar and Goldenfields attacks into single sessions of rp+mega-encounter. The players ended up in Triboar after speaking to Old Gnawbones. They had a really fancy dinner and over priced stay at the inn. Then they asked around and ended up in the wizards tower of Kolstaag the Friendless (I showed them the picture of the wizard from Korgoth of Barbaria) paying for information about Harshnag. He spouted some cryptic backstory and then pointed out across the town -the fire giants were attacking! And so it went. Anyways, this is just to say that I'm treating this like a wide open campaign and players are being lead around by their noses after various leads, but in this case its easy for them to break off and try something else. In the Underdark they had to power through because their was less information and more existential danger. However, a drow character just joined and gave her the back story having escaped the drow capital city as it was being ravaged by a horde of demons from hell, so its definitely an option later on. [/QUOTE]
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