I dislike psionics. Should I buy "Of Sound Mind" anyway?

I dislike psionics. Why? I've just never really seen how they fit into your classic D&D sword'n'sorcery world. Call me old-fashioned, but when I imagine the mighty PCs fighting evil, they're doing it with sword and spell, not with the powers of their minds.

That said, everywhere I go I see rave reviews on Of Sound Mind, an adventure that deals heavily with psionics.

Yes, I know that Of Sound Mind can be played without a psionic PC, but from what I can gather, the concept of psionics is essential to the adventure.

So, if I buy it, am I going to dislike it? Or is there enough adventuring goodness therein that doesn't depend upon psionics?
 

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The module is pretty solidly about psionics. However, you could easily modify it so that only the Big Bad uses psionics, in which case it'd make the BB's powers unique to your campaign, and thus, all the more creepy.
But if you have a profound dislike of things such as telepathy in your D&D, then you might want to either stay away, or at least thumb through it at the store first.
 


JERandall said:
Call me old-fashioned, but when I imagine the mighty PCs fighting evil, they're doing it with sword and spell, not with the powers of their minds.

I don't use psionics myself, but if you have a problem seeing how psi can fit into a fantasy setting, take a look (or another look, if you've read them) at Katherine Kurtz's "Deryni" books. They work as a pretty good depiction of psi as a fantasy world magic system.
 

Since I wrote it, keep in mind that my answer may be prejudiced. :D

I'll be extremely surprised if you can't convert it easily using the guidelines that I have included in the module. Personally, I think that it's a fun enough module that it's well worth converting even if you don't use psionics. There are a few memorable scenes in the adventure that work well, even if you detest the very concept of psionics.

If you *do* decide to buy it, start a "spoiler" thread here on the conversion issue to arcane magic. I'll be pleased to give you any ideas I have on swapping it over to arcane magic.
 

If there is room in your campaign for mind flayers, then you can easily work with Of Sound Mind.

I also hate psionics, I can't imagine they will ever be allowed into my game-- at least not the whole attack/defend/power points thing. But a simple version that "works like magic" is ok by me. That's the mind flayer way.

I ran the adventure for non-psionic PCs, and for the 3 or 4 creatures with psionic powers in the adventure, I just looked up the abilities and treated them as "at will" magic powers-- which, really, is what the Psionics Handbook prescribes for psionic monsters anyhow.

In short, YES you should buy and run Of Sound Mind. It is a fantastic adventure not just for the adventure itself, but for what you can learn from it as a DM. There is a reason that Kevin Kulp is an award winning RPGA DM and I am not-- but the gap narrowed a bit after reading OSM.


Wulf
 

I ran the first half of it at DragonCon this past year, and I and the players had an absolute blast. I breezed past psionics in the game, since I don't own the PsHB. When it came time for a power, I'd look at the power's name and the brief description in the adventure, and improvise the rest of it. I highly recommend it -- of the adventures I've bought for 3E, I think it's the coolest.

On a side note, IMC I'm just getting ready to introduce psionics, and I'm calling them innate magical abilities. I don't like the sci-fi trappings to them, so I'm gonna get rid of stuff like crystal familiars and the like (probably replacing them with primitive fetish dolls or something). If wizards are the ultimate in learned magic, psions are the ultimate in magical beings, and sorcerers are somewhere in between.

Daniel
 


BUY THIS ADVENTURE!!! :D

Okay, sorry, I'm done sounding like a hyperactive ten-year-old girl. In all seriousness, OSM is a DAMN good module, with or without the psionics, so I would highly encourage you to pick it up. Kevin gives some great tips for how to convert the module to an entirely non-psionic version of it, and I really don't think you would lose that much of the module. A better option is to sort of convert like Wulf said:
But a simple version that "works like magic" is ok by me. That's the mind flayer way.
I think if you do that, you get even more of the flavor of the module.

I ran this adventure at the second EN Chicago Gameday and it is quite possibly my favorite published adventure ever. I literally giggled in anticipation when I was preparing OSM in the weeks before the gameday--man did that creep out the old ladies at the pool I worked at over the summer--and the fun wasn't just in preparing it, because running it and seeing the looks on the players' faces... oooh it's wonderful!

After reading/running this module, you will be a better DM. Kevin gives a ton of hints for making the session an experience for the players. I'm damn excited about going off to college just so I can maybe run this adventure again, for a new group!

My long-winded point: BUY OF SOUND MIND!

You know, I get far too excited about some things... :D
 

Forget the Psionics...it's quite possibly one of the best published adventures I have ever bought. There are moments in the module which are downright creepy, and DM suggestions on how to pull such moments off at their best. Forget the psi-trappings...you could easily drop every psionic reference, and it would still be a fantastic adventure.

The conclusion alone is worth the price of the module.
 

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