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Help me decide where the seven parts to the Rod of Seven Parts are!
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<blockquote data-quote="Celebrim" data-source="post: 7349188" data-attributes="member: 4937"><p>Personally, I'm not a big fan on relying on random tables for large and important campaign decisions. They are much better at filling in the small details that you weren't able to foresee or which you simply couldn't prepare for.</p><p></p><p>As such, I'd consider the overriding consideration be that each of the seven parts be in a location that supported a different sort of adventure or at the very least, that you weren't asking the party to do the same sort of adventure two parts in a row.</p><p></p><p>That is to say, some of the locations need to support dungeon crawls. Some of those dungeon crawls need to me kick the doors down commando assaults, and others need to be more of the trap filled tomb sort. Some of the locations need to support more event driven and/or character driven urban games that may involve as much diplomacy as combat. Some of the locations need to support wilderness exploration of some sort (whether on the material plane or elsewhere). For an epic campaign of this sort, some of the latter locations might involve the PC's in battlesystem scale conflicts that see the PC's take the role of generals and commanders.</p><p></p><p>If you go by the canonical conception that the rod is a tool of ultimate law that perverts everything toward law, then you have 3 of the four alignments having very good reason to not want to see the rod reconstructed. Chaos has obvious motivation for not wanting to see a tool designed to defeat it reconstructed, and good - possibly even Lawful Good - has reason not to want to see it restored for fear of creating or empowering some amoral or fascist tyrant. As such, there are interesting dynamics where some of the enemies that the PC's end up coming up against are good guys, where as it may turn out there are devils (perhaps initially in disguise) wanting to advance the PC's goals for their own reasons.</p><p></p><p>Twists are very important to any long term campaign. My first impulse is to give the PC's a very charismatic ally in part one who acts as quest giver and party enabler, that turns out to be greater devil in disguise at a much later stage.</p><p></p><p>Motivations are also key to any long term play. Assuming that the PC's aren't in fact amoral legalistic tyrants that care only about the letter of the law, harmony, and order the PC's are going to need a really strong personal hook for pursuing the rod to the end. After all, it's not at all clear WHY anyone would want to reassemble the rod in the first place. If the motivation is just money or power, I don't think it's going to hold up as the drawbacks of the item begin to stack up. You'll need to think deeply about motivations like keeping the rod out of the hand of a rival organization. Maybe the PC's learn that some powerful mortal Emperor of a decidedly tyrannical bent, perhaps even a benevolent autocrat but one that clearly cares little for personal freedom or individual comfort, has commissioned an multiple groups of adventurers or heroes to search for the rod (and perhaps has even found the first piece). The PCs, armed with knowledge that this is a terrible idea, are sent to steal the first piece and prevent the recovery of the rod (thus, like Frodo, the PC's are on an anti-quest). Another classic motivation is that the enemy that the item was intended to defeat has returned, and now the foozle must be recovered in order to defeat the enemy. </p><p></p><p>Personally, since I love twists, I'd design the campaign to do both, switching motivations halfway through the game. For example, you could start with the enemy has returned, only to halfway through have that motivation removed by the defeat of the enemy without the intervention of the foozle. But, at this point they get the new motivation of keeping the darn thing from falling into the hands of their original employers. Or vica versa, they might start out on an anti-quest to keep the rod from being reassembled, and halfway through this anti-quest have the great enemy return meaning that they not only have to continue to fight off the Lawful side that now sees them as chaotic threats to the safety of everything, but they also have to do what they never wanted to do in the first place and that's assemble the whole rod so that they can save the universe.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7349188, member: 4937"] Personally, I'm not a big fan on relying on random tables for large and important campaign decisions. They are much better at filling in the small details that you weren't able to foresee or which you simply couldn't prepare for. As such, I'd consider the overriding consideration be that each of the seven parts be in a location that supported a different sort of adventure or at the very least, that you weren't asking the party to do the same sort of adventure two parts in a row. That is to say, some of the locations need to support dungeon crawls. Some of those dungeon crawls need to me kick the doors down commando assaults, and others need to be more of the trap filled tomb sort. Some of the locations need to support more event driven and/or character driven urban games that may involve as much diplomacy as combat. Some of the locations need to support wilderness exploration of some sort (whether on the material plane or elsewhere). For an epic campaign of this sort, some of the latter locations might involve the PC's in battlesystem scale conflicts that see the PC's take the role of generals and commanders. If you go by the canonical conception that the rod is a tool of ultimate law that perverts everything toward law, then you have 3 of the four alignments having very good reason to not want to see the rod reconstructed. Chaos has obvious motivation for not wanting to see a tool designed to defeat it reconstructed, and good - possibly even Lawful Good - has reason not to want to see it restored for fear of creating or empowering some amoral or fascist tyrant. As such, there are interesting dynamics where some of the enemies that the PC's end up coming up against are good guys, where as it may turn out there are devils (perhaps initially in disguise) wanting to advance the PC's goals for their own reasons. Twists are very important to any long term campaign. My first impulse is to give the PC's a very charismatic ally in part one who acts as quest giver and party enabler, that turns out to be greater devil in disguise at a much later stage. Motivations are also key to any long term play. Assuming that the PC's aren't in fact amoral legalistic tyrants that care only about the letter of the law, harmony, and order the PC's are going to need a really strong personal hook for pursuing the rod to the end. After all, it's not at all clear WHY anyone would want to reassemble the rod in the first place. If the motivation is just money or power, I don't think it's going to hold up as the drawbacks of the item begin to stack up. You'll need to think deeply about motivations like keeping the rod out of the hand of a rival organization. Maybe the PC's learn that some powerful mortal Emperor of a decidedly tyrannical bent, perhaps even a benevolent autocrat but one that clearly cares little for personal freedom or individual comfort, has commissioned an multiple groups of adventurers or heroes to search for the rod (and perhaps has even found the first piece). The PCs, armed with knowledge that this is a terrible idea, are sent to steal the first piece and prevent the recovery of the rod (thus, like Frodo, the PC's are on an anti-quest). Another classic motivation is that the enemy that the item was intended to defeat has returned, and now the foozle must be recovered in order to defeat the enemy. Personally, since I love twists, I'd design the campaign to do both, switching motivations halfway through the game. For example, you could start with the enemy has returned, only to halfway through have that motivation removed by the defeat of the enemy without the intervention of the foozle. But, at this point they get the new motivation of keeping the darn thing from falling into the hands of their original employers. Or vica versa, they might start out on an anti-quest to keep the rod from being reassembled, and halfway through this anti-quest have the great enemy return meaning that they not only have to continue to fight off the Lawful side that now sees them as chaotic threats to the safety of everything, but they also have to do what they never wanted to do in the first place and that's assemble the whole rod so that they can save the universe. [/QUOTE]
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