Tari Templar
Villager
I was hoping to run some kind of gallivanting, crossworlds (maybe spelljamming-type) adventure for a group at some point in the foreseeable future, and reviews of Light of Xaryxis caught my eye. I hadn't taken the plunge of buying it yet and was wondering if it was worthwhile investing time in trying to get out of it what I want.
The idea of a campaign being fairly linear is okay with me in this case. And I like what I've heard about the premise and some of the individual sessions (exposing them to specific locale-types in Planescape). But...
The thing that always sounded kind of awkward or contrived to me was the transition from one locale/scenario/encounter to the next. And any time I've been a player in a world-threatening campaign, it felt to us like we really had to stay directly on track and not do any side-quest-type activities or personal pursuits because time was of the essence.
I wondered if it might be possible to avoid this by having some of the earlier sessions be part of a more casual campaign of trade and/or exploration of the specified locales. And only springing the crisis on them later on, once they've had some experience spelljamming (e.g. after a few sessions of voyaging, they return to their world of origin to find the crisis taking place).
Would the types of session-plans this campaign contains lend themselves to this idea?
Or would it take a lot of reworking to treat, say, the Mindflayer ship or Rock of Bral locations, as independent mini-adventures?
The idea of a campaign being fairly linear is okay with me in this case. And I like what I've heard about the premise and some of the individual sessions (exposing them to specific locale-types in Planescape). But...
The thing that always sounded kind of awkward or contrived to me was the transition from one locale/scenario/encounter to the next. And any time I've been a player in a world-threatening campaign, it felt to us like we really had to stay directly on track and not do any side-quest-type activities or personal pursuits because time was of the essence.
I wondered if it might be possible to avoid this by having some of the earlier sessions be part of a more casual campaign of trade and/or exploration of the specified locales. And only springing the crisis on them later on, once they've had some experience spelljamming (e.g. after a few sessions of voyaging, they return to their world of origin to find the crisis taking place).
Would the types of session-plans this campaign contains lend themselves to this idea?
Or would it take a lot of reworking to treat, say, the Mindflayer ship or Rock of Bral locations, as independent mini-adventures?