Necropolis suggested levels?

Lots of spoilers in this thread so people might want to watch that...

All in all, very interesting reading. I'd still like to run Necropolis sometime but this thread offers some good advice on its pitfalls.
 

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Thanee said:
What I really would like to know is what all those important 'quest items' are good for, anyways... we never figured that out and never will, since we won't finish the adventure! :D

Bye
Thanee

Having all the items and properly "using" them causes one of two things to happen. If the party destroys them, they weaken Rahotep making it easier to destroy him. If Rahotep gains all of them (and via evil influence he could), he becomes more powerful, and is probably going to win.
 

Thanee said:
What I really would like to know is what all those important 'quest items' are good for, anyways... we never figured that out and never will, since we won't finish the adventure! :D

Bye
Thanee

They help you evade some of the Insta-Death Traps in the Dungeon Proper of the adventure... That or turn you into an undead slave of Rahotep, I haven't figured out which just yet.

Necropolis has some logical ties that are practically always lost on the players.
See the Democroc, and I thought I was a bit blatant about their connection - the spy was fishing when the democroc came out.

I like the setting, and it has potential, but it has the distinct feel of originating from a system that just doesn't translate well to 3e adventure-wise.
The Duat has one of the top four hardest encounters CR/EL wise, and it's encountered rather early on.
 

Ah, Reiella reminded me of those. I'm not sure if Thanee was referring to the evil objects or the idols you are encouraged to purchase in the village. Either way, you have the answers from my or Reiella's posts.
 
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With Necropolis it helps to know Gary and the world Gary grew up in. For most of you the time would be an alien world. Segregated society, a universal draft, and no computers. Story telling was very different, especially in the magazine world. Naive by our standards, with much of the world as great a mystery to the typical American of the period as the extra-Solar worlds are to us today.

It also helps to know what sort of games Gary ran in the early days of D&D®. The kind of events where the players would cut open gator bellies to see what they held.

To get a feel for the kind of adventure Necropolis is, look for old action-adventure flicks on the tube or at the local video store. Especially keep your eye out for compilations of old movie serials. As a matter of fact, if your cable system carries Starz' Western Channel (305 on Cox Digital Cable in San Diego), you can catch tons of old western on it.

Most importantly, you must play your best in Necropolis. Think, cooperate, use your initiative. Be inventive, be creative, be on your toes. Above all remember, in Necropolis the GM is out to get you.
 
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mythusmage said:
Be inventive, be creative, be on your toes. Above all remember, in Necropolis the GM is out to get you.

Good point - this isn't really the type of game I like to run. I tend to run my world as neutral referee rather than helpful guide (providing CR-balanced encounters) or malevolent antagonist (the Gygaxian approach). My world is tough enough already without me actively trying to screw over the PCs!
 


mythusmage said:
Most importantly, you must play your best in Necropolis. Think, cooperate, use your initiative. Be inventive, be creative, be on your toes.

That's what I always do, but the others didn't want to
storm the palace, where many of the bad guys were positioned. We found out after an accident, when we scry-teleported on the evil guy that was in the first village, who had escaped us, and ended up right inside the palace facing some really heavy opposition (we had to flee with 2 dead PCs (one had to be left behind, no way to carry him) after facing off 4 NPCs of our own level (and win thanks to prebuffing) and right thereafter three NPCs 2-3 levels higher than our own.)
I also wanted to
earthquake the grave of Rahotep, so everything is grinded to dust inside, or just go away and leave the mess for the 'DM' to clean-up. Really should have done that...

Above all remember, in Necropolis the GM is out to get you.

Yeah, but the DM cheated (see above) so we had no chance... ;)

I completely dislike DM-player competition, much like S'mon, that's not what roleplaying is about IMHO.

Bye
Thanee
 

Thanee said:
or just go away and leave the mess for the 'DM' to clean-up. Really should have done that...[/spoiler]

My lot felt that way precisely. :)

(Obi-Wan voice) "Trust your feelings, Thanee..." (/Obi-Wan Voice) :lol:
 

mythusmage said:
With Necropolis it helps to know Gary and the world Gary grew up in. For most of you the time would be an alien world. Segregated society, a universal draft, and no computers. Story telling was very different, especially in the magazine world. Naive by our standards, with much of the world as great a mystery to the typical American of the period as the extra-Solar worlds are to us today...

I laughed at this so much I had to show my wife! Classic! :lol:

Although you left out:

"Africa, the Dark Continent..." :lol: :p ;)
 
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