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Planescape: Adventures in the Multiverse Review
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<blockquote data-quote="I'm A Banana" data-source="post: 9167209" data-attributes="member: 2067"><p>The adventure's kind of rubbing me the wrong way in its initial section.</p><p></p><p>[SPOILER="Adventure Spoilers"]</p><p>The conceit is that the party wakes up in the Mortuary with no memory of who they are. </p><p></p><p>The Mortuary is basically a dungeon, but it's kind of weird in that (a) the PC's may be sympathetic to the Heralds of Dust and (b) this can't be the only time that bodies in the Mortuary got up when they shouldn't, and there's no reason for the Dust to be hostile at the drop of a hat to some resurrected bodies. The hostility seems forced. It would've been better if, perhaps, they awoke in a more naturally hostile place that <em>wasn't</em> a faction HQ / civic building. I know that wouldn't let them net a <em>Torment</em> reference, but a <em>Torment</em> reference is not high on my own priority list.</p><p></p><p>There's an encounter after leaving the Mortuary with a Harmonium patrol that's also weirdly in the forced-hostility camp. A key NPC comes and "frees" them from the Harmonium's grasp, but the Harmonium is more complex than this encounter suggests. It'd be entirely on-brand for them to try a <em>peaceful</em> solution first. And then the key NPC risks becoming irrelevant, since their main hook into the party is "rescues you from the Harmonium." A whole section of the adventure in Undersigil and the hook Shemeshka offers could be bypassed simply by...cooperating with the faction that wants everyone to cooperate?</p><p></p><p>Also, the glitch character thing...I like the conceit, but the execution is kind of big on the WACKY and kind of small on the risk. The PC's are basically immortal. Which is A Bold Choice, and not one I'm a big fan of. The whole thing kind of removes the personal stakes, since each incarnation is ultimately disposable. Die a hundred times, and none of those lives are really all that special. </p><p></p><p>There's some very cool spectacle here, and some good introductions to some of Sigil's vibes, including a burst of cant immediately out of the Mortuary, but the <em>motives</em> are looking a little weak so far.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9167209, member: 2067"] The adventure's kind of rubbing me the wrong way in its initial section. [SPOILER="Adventure Spoilers"] The conceit is that the party wakes up in the Mortuary with no memory of who they are. The Mortuary is basically a dungeon, but it's kind of weird in that (a) the PC's may be sympathetic to the Heralds of Dust and (b) this can't be the only time that bodies in the Mortuary got up when they shouldn't, and there's no reason for the Dust to be hostile at the drop of a hat to some resurrected bodies. The hostility seems forced. It would've been better if, perhaps, they awoke in a more naturally hostile place that [I]wasn't[/I] a faction HQ / civic building. I know that wouldn't let them net a [I]Torment[/I] reference, but a [I]Torment[/I] reference is not high on my own priority list. There's an encounter after leaving the Mortuary with a Harmonium patrol that's also weirdly in the forced-hostility camp. A key NPC comes and "frees" them from the Harmonium's grasp, but the Harmonium is more complex than this encounter suggests. It'd be entirely on-brand for them to try a [I]peaceful[/I] solution first. And then the key NPC risks becoming irrelevant, since their main hook into the party is "rescues you from the Harmonium." A whole section of the adventure in Undersigil and the hook Shemeshka offers could be bypassed simply by...cooperating with the faction that wants everyone to cooperate? Also, the glitch character thing...I like the conceit, but the execution is kind of big on the WACKY and kind of small on the risk. The PC's are basically immortal. Which is A Bold Choice, and not one I'm a big fan of. The whole thing kind of removes the personal stakes, since each incarnation is ultimately disposable. Die a hundred times, and none of those lives are really all that special. There's some very cool spectacle here, and some good introductions to some of Sigil's vibes, including a burst of cant immediately out of the Mortuary, but the [I]motives[/I] are looking a little weak so far. [/SPOILER] [/QUOTE]
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