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Murder In Baldur's Gate/Sundering adventures with 5E
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6551305" data-attributes="member: 5143"><p>I'm in the middle of running this adventure the second time. I can tell you my experiences with it.</p><p></p><p>One of my groups felt very frustrated that they couldn't actually change anything. Nothing they did would suddenly "fix" the city and make all its problems go away. They were used to typical D&D adventures and wanted to know what they could do to easily solve all the problems. Then a solution didn't immediately present itself, they started complaining.</p><p></p><p>As for the intro not giving them proper motivation, I agree...to a point. The idea is that the initial introduction gives the PCs popularity and renown in the city. I feel that you should then use this intro to sweep them up in events that are completely out of control. Sure, they may want to figure out who attacked the Duke and why. But Silvershield doesn't particularly care about that. He is convinced it's the work of the Guild. He will say that repeatedly. He feels that their efforts are best spent stopping the Guild which will bring the killers to justice. You aren't going to deny one of the Dukes of the city's request, are you?</p><p></p><p>Given that Ravenguard's opinion tends to agree with Silvershield on this one and that they both want the PCs to hunt down the Guild, so far I have had no problem transitioning the PCs from investigating the initial murder to helping out with their "patrons'" current missions instead. I just focus on the fact that precisely WHO murdered the Duke isn't what is at issue...the problem is that the city is going to hell and their patrons are concerned about that. They hope the PCs are concerned about it to.</p><p></p><p>Certain groups will NOT care about it at all. I've already had one player roll up a new character when he realized his character just had no motivation at all to help the city. He wanted to leave and never come back rather than help.</p><p></p><p>As for the pacing, I feel that having the adventure run at a breakneck pace is precisely the point. After 3 or 4 days, it should be clear that something strange is going on. This many bad things couldn't be happening in the city so quickly without something big happening.</p><p></p><p>This is precisely the point where I feel you need to start giving them clues toward the Gunpowder Plot. They spend their time tracking down clues towards who is planning the Gunpowder Plot and meanwhile have to deal with the diversions that are Phases 5-10.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6551305, member: 5143"] I'm in the middle of running this adventure the second time. I can tell you my experiences with it. One of my groups felt very frustrated that they couldn't actually change anything. Nothing they did would suddenly "fix" the city and make all its problems go away. They were used to typical D&D adventures and wanted to know what they could do to easily solve all the problems. Then a solution didn't immediately present itself, they started complaining. As for the intro not giving them proper motivation, I agree...to a point. The idea is that the initial introduction gives the PCs popularity and renown in the city. I feel that you should then use this intro to sweep them up in events that are completely out of control. Sure, they may want to figure out who attacked the Duke and why. But Silvershield doesn't particularly care about that. He is convinced it's the work of the Guild. He will say that repeatedly. He feels that their efforts are best spent stopping the Guild which will bring the killers to justice. You aren't going to deny one of the Dukes of the city's request, are you? Given that Ravenguard's opinion tends to agree with Silvershield on this one and that they both want the PCs to hunt down the Guild, so far I have had no problem transitioning the PCs from investigating the initial murder to helping out with their "patrons'" current missions instead. I just focus on the fact that precisely WHO murdered the Duke isn't what is at issue...the problem is that the city is going to hell and their patrons are concerned about that. They hope the PCs are concerned about it to. Certain groups will NOT care about it at all. I've already had one player roll up a new character when he realized his character just had no motivation at all to help the city. He wanted to leave and never come back rather than help. As for the pacing, I feel that having the adventure run at a breakneck pace is precisely the point. After 3 or 4 days, it should be clear that something strange is going on. This many bad things couldn't be happening in the city so quickly without something big happening. This is precisely the point where I feel you need to start giving them clues toward the Gunpowder Plot. They spend their time tracking down clues towards who is planning the Gunpowder Plot and meanwhile have to deal with the diversions that are Phases 5-10. [/QUOTE]
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