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Princes of the Planescopalypse?
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<blockquote data-quote="Charles Rampant" data-source="post: 6688700" data-attributes="member: 32659"><p>Having read PotA, but not run it, my impression is that - like Lost Mines of Phandelver - it has a lot of sandbox elements at the start, with lots of freedom (and potential confusion); but once you start the dungeon delving then a lot of that open wandering disappears. Or, rather, the sandbox exploration is more a focus of the first section than the later sections. The dungeons are fairly non-linear themselves, though. And the non-linearity of the adventure as a whole comes from the lack of a storyline in the background going A-B-C.</p><p></p><p>The bit that I like the most is, sadly, the sandbox! The dungeons are cool (nicely themed) but building dungeons is not necessarily very difficult. Of course, any pregen adventure is ultimately just saving time and buying professional quality ideas. Of course, by trying to transpose the adventure, I most risk losing the sandbox and keeping the dungeons, which are themselves easy enough to insert somewhere else.</p><p></p><p></p><p></p><p>Using the Doomguard is an interesting shout. Their citadels are on the quasi-planes, rather than the full elemental ones, but changing either Princes or the Doomguard is easy enough. I wonder, though, if the PS Factions are not best put in the same role as the FR Factions, that is as driving elements behind the players. They could be reduced to three or six primary ones, with the players suggested towards those, in order to tie into the rule of three. </p><p></p><p>I was also wondering whether the forts of the cults (Rivergard Keep, etc) could be transposed full-form into Sigil itself. You lose much of the sandbox open map element, but being located in a major city has the benefit of allowing a lot of wandering anyway. They can all be shoved into different parts of the city (the Spire into the Lady's Ward, Monastery into Lower?), giving some impetus to wander, and then all ultimately serve as the location for portals out to the relevant temples. Or, in order to avoid the problem of players jumping into a far-too-difficult temple, they each hold part of a portal key, needed to access the temples? So each one only opens up the temples once you've done all of the first level stuff. </p><p></p><p>The delegation isn't a hugely strong hook anyway, so that can be changed fairly simply; just make them a group of unconnected people, who all happened to be returning from a conference in the Inner planes, and who disappeared shortly after arriving into Sigil.</p><p></p><p>The big part will be, I think, trying to decide what to change about the cult to better suit Planar ideas. Clearly the elemental princes have to stay, for the end-boss element if nothing else. But it could be that their being summoned is more about them being corrupted? As in, they are normal elemental princes prior to the cults involvement, but that the ritual is basically them being twisted into a corrupt form. That way it ties a bit better into the power of belief, rather than good vs evil, to suit the PS theme.</p><p></p><p>Some of the temples are candidates for various Outer Planes, as well. Pandemonium for Howling Hatred, obviously.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6688700, member: 32659"] Having read PotA, but not run it, my impression is that - like Lost Mines of Phandelver - it has a lot of sandbox elements at the start, with lots of freedom (and potential confusion); but once you start the dungeon delving then a lot of that open wandering disappears. Or, rather, the sandbox exploration is more a focus of the first section than the later sections. The dungeons are fairly non-linear themselves, though. And the non-linearity of the adventure as a whole comes from the lack of a storyline in the background going A-B-C. The bit that I like the most is, sadly, the sandbox! The dungeons are cool (nicely themed) but building dungeons is not necessarily very difficult. Of course, any pregen adventure is ultimately just saving time and buying professional quality ideas. Of course, by trying to transpose the adventure, I most risk losing the sandbox and keeping the dungeons, which are themselves easy enough to insert somewhere else. Using the Doomguard is an interesting shout. Their citadels are on the quasi-planes, rather than the full elemental ones, but changing either Princes or the Doomguard is easy enough. I wonder, though, if the PS Factions are not best put in the same role as the FR Factions, that is as driving elements behind the players. They could be reduced to three or six primary ones, with the players suggested towards those, in order to tie into the rule of three. I was also wondering whether the forts of the cults (Rivergard Keep, etc) could be transposed full-form into Sigil itself. You lose much of the sandbox open map element, but being located in a major city has the benefit of allowing a lot of wandering anyway. They can all be shoved into different parts of the city (the Spire into the Lady's Ward, Monastery into Lower?), giving some impetus to wander, and then all ultimately serve as the location for portals out to the relevant temples. Or, in order to avoid the problem of players jumping into a far-too-difficult temple, they each hold part of a portal key, needed to access the temples? So each one only opens up the temples once you've done all of the first level stuff. The delegation isn't a hugely strong hook anyway, so that can be changed fairly simply; just make them a group of unconnected people, who all happened to be returning from a conference in the Inner planes, and who disappeared shortly after arriving into Sigil. The big part will be, I think, trying to decide what to change about the cult to better suit Planar ideas. Clearly the elemental princes have to stay, for the end-boss element if nothing else. But it could be that their being summoned is more about them being corrupted? As in, they are normal elemental princes prior to the cults involvement, but that the ritual is basically them being twisted into a corrupt form. That way it ties a bit better into the power of belief, rather than good vs evil, to suit the PS theme. Some of the temples are candidates for various Outer Planes, as well. Pandemonium for Howling Hatred, obviously. [/QUOTE]
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