Oryan77
Adventurer
*Warning, this thread may contain spoilers to the Dead Gods adventure. If you don't want to hear any spoilers, then these aren't the droids you're looking for. You can go about your business....move along....move along.*
I'm currently running the Dead Gods adventure converted to 3.5. I'm just wondering what peoples opinions are on this 170 page adventure as both a DM & a player.
This is always ranked as one of the top 10 D&D adventures of all time. And as I read it and prepared it, it really is a cool adventure. I even added a lot of material to it for the in-betweens to make the adventure more detailed and full. I also felt doing this would provide a lot more flavor to the planes and give me a chance to introduce new planar content to the players.
But we're on Chapter 6 now; right at the point where they first encounter Erehe & Verdaeth, and I gotta say, the entire adventure so far has been kind of a let down.
A big part of it was player/character turnover. So that's no ones fault. But one thing the long-time players keep bringing up is that they are clueless about what's going on. Not knowing what is going on is the main feature of the adventure; they are supposed to be confused about what is going on right up until the end of Chapter 6 (where they are now).
So I'm wondering, was this an issue with your group? Does this make the adventure suffer? I was aware of this issue, but I didn't think it was a problem because it seemed like being clueless would be part of the intrigue & reason for doing the adventure. I kept thinking that when the players got the chance, they'd leap at the chance to try and get answers to all of their questions.
Instead, they just keep waiting for me to railroad them into the next scenario & reveal everything to them without any effort on their part. I feel like all I do is railroad them, not because I want to, but because they wait for me to. When I don't railroad, then it takes them literally hours to decide what to do, and during that time they are complaining because there's no NPC to help them & tell them what to do.
The adventure became more of a let down to me recently because they had it in their minds to kill Erehe (because a Vampire Drow they met for all of 2 minutes told them to) and they still expected to kill him when they finally found him. I hoped that once they encountered the heavily well-equipped Erehe & Verdaeth and saw them mounted on Nightmares, surrounded by 6 Displacer Beasts, 3 Heavily Armed & decorated Drow personal guards, & another 6 Drow Warriors, also well-equipped, they'd realize that maybe killing Erehe isn't the best approach. Plus, they know that he has information that must be very important and that's why they were told to kill him. So I hoped they'd ask him questions since they always complain that they are confused.
But that didn't happen. Instead, 1 captured PC didn't ask a single question when he was being interrogated by them, nor did he even try to negotiate his release, 1 hidden PC almost shot at him with an arrow until the other players made fun of him for considering it, and the other PC stayed hidden to see what happened and complained after the game that I expected them to kill these guys when our 4th player didn't show up to game that day (as if a 4th PC woulda made a difference). Then after the game they all complained that they don't know what's going on in the adventure.
This has seemed to be the norm throughout this entire adventure. I got a bit annoyed and just pointed out their faulty logic & how they keep saying they have questions, yet they never ask anyone questions. I still think it's a great adventure when I think about the story. But as far as actually DMing it, I feel like it's been ruined by my constant need to railroad.
Is the adventure itself a big part to blame for my lack of fun running it? Or is our group (possibly including me) the real culprit? I'd love to hear other peoples experience playing in this adventure, so please share
I'm currently running the Dead Gods adventure converted to 3.5. I'm just wondering what peoples opinions are on this 170 page adventure as both a DM & a player.
This is always ranked as one of the top 10 D&D adventures of all time. And as I read it and prepared it, it really is a cool adventure. I even added a lot of material to it for the in-betweens to make the adventure more detailed and full. I also felt doing this would provide a lot more flavor to the planes and give me a chance to introduce new planar content to the players.
But we're on Chapter 6 now; right at the point where they first encounter Erehe & Verdaeth, and I gotta say, the entire adventure so far has been kind of a let down.
A big part of it was player/character turnover. So that's no ones fault. But one thing the long-time players keep bringing up is that they are clueless about what's going on. Not knowing what is going on is the main feature of the adventure; they are supposed to be confused about what is going on right up until the end of Chapter 6 (where they are now).
So I'm wondering, was this an issue with your group? Does this make the adventure suffer? I was aware of this issue, but I didn't think it was a problem because it seemed like being clueless would be part of the intrigue & reason for doing the adventure. I kept thinking that when the players got the chance, they'd leap at the chance to try and get answers to all of their questions.
Instead, they just keep waiting for me to railroad them into the next scenario & reveal everything to them without any effort on their part. I feel like all I do is railroad them, not because I want to, but because they wait for me to. When I don't railroad, then it takes them literally hours to decide what to do, and during that time they are complaining because there's no NPC to help them & tell them what to do.
The adventure became more of a let down to me recently because they had it in their minds to kill Erehe (because a Vampire Drow they met for all of 2 minutes told them to) and they still expected to kill him when they finally found him. I hoped that once they encountered the heavily well-equipped Erehe & Verdaeth and saw them mounted on Nightmares, surrounded by 6 Displacer Beasts, 3 Heavily Armed & decorated Drow personal guards, & another 6 Drow Warriors, also well-equipped, they'd realize that maybe killing Erehe isn't the best approach. Plus, they know that he has information that must be very important and that's why they were told to kill him. So I hoped they'd ask him questions since they always complain that they are confused.
But that didn't happen. Instead, 1 captured PC didn't ask a single question when he was being interrogated by them, nor did he even try to negotiate his release, 1 hidden PC almost shot at him with an arrow until the other players made fun of him for considering it, and the other PC stayed hidden to see what happened and complained after the game that I expected them to kill these guys when our 4th player didn't show up to game that day (as if a 4th PC woulda made a difference). Then after the game they all complained that they don't know what's going on in the adventure.
This has seemed to be the norm throughout this entire adventure. I got a bit annoyed and just pointed out their faulty logic & how they keep saying they have questions, yet they never ask anyone questions. I still think it's a great adventure when I think about the story. But as far as actually DMing it, I feel like it's been ruined by my constant need to railroad.
Is the adventure itself a big part to blame for my lack of fun running it? Or is our group (possibly including me) the real culprit? I'd love to hear other peoples experience playing in this adventure, so please share
