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Rejecting the Premise in a Module
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<blockquote data-quote="Stormdale" data-source="post: 8053690" data-attributes="member: 3555"><p>No we actually had a lot of fun, and managed to go in all kinds of unexpected diretctions and stuffed up majorly quite a few times. I'd like to go back to it but the DM has been unwell and not in a positon to run (or play) for over a year now and he is the best new DM I've seen in 35+ years of gaming and keen to et him back into the group as soon as he feels well enough. </p><p></p><p> However, the premise of the adventure meant we've no buy in or agency except for wanting to get the hell out of Dodge ASAP and the easiest way to do that is deal with the main protagonist but intead we are being led round by the nose till we are high enough level to do so and is one of the fundamental issues with most of the APs. </p><p></p><p>Tomb of Anniliation worked well when I started with a 7-8th level group and instead of pissing round in the wilderness for 2-6 levels till high enough level for the actual adventure we, you know went and did it- a few encounters in the wilderness with some of the areas I wanted to run then straight to their objective- the city itself. It still took 3-4 months to complete but made more sense the way i ran it (at least to me). </p><p></p><p>Stadh is the same- trim it down and pitch the adventure for level 6-10th level pcs then (maybe they were onto something with the original module) and it would be a great, much tighter experience. </p><p></p><p>We enjoyed the the Death house (but WTF how was that ever designed for a newbie party?) However, once we had completed that we were eager to get on with the adventure but intead we are spinning our wheels grinding through the "side quest" type stuff till we get high enough level to actually deal with the adventure so to me it is simply a waste of my precious free time. the Dm did do a good job and dealt with our curve balls but still after 6 months we felt we were getting nowhere, were bored and ready to move onto something new.</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8053690, member: 3555"] No we actually had a lot of fun, and managed to go in all kinds of unexpected diretctions and stuffed up majorly quite a few times. I'd like to go back to it but the DM has been unwell and not in a positon to run (or play) for over a year now and he is the best new DM I've seen in 35+ years of gaming and keen to et him back into the group as soon as he feels well enough. However, the premise of the adventure meant we've no buy in or agency except for wanting to get the hell out of Dodge ASAP and the easiest way to do that is deal with the main protagonist but intead we are being led round by the nose till we are high enough level to do so and is one of the fundamental issues with most of the APs. Tomb of Anniliation worked well when I started with a 7-8th level group and instead of pissing round in the wilderness for 2-6 levels till high enough level for the actual adventure we, you know went and did it- a few encounters in the wilderness with some of the areas I wanted to run then straight to their objective- the city itself. It still took 3-4 months to complete but made more sense the way i ran it (at least to me). Stadh is the same- trim it down and pitch the adventure for level 6-10th level pcs then (maybe they were onto something with the original module) and it would be a great, much tighter experience. We enjoyed the the Death house (but WTF how was that ever designed for a newbie party?) However, once we had completed that we were eager to get on with the adventure but intead we are spinning our wheels grinding through the "side quest" type stuff till we get high enough level to actually deal with the adventure so to me it is simply a waste of my precious free time. the Dm did do a good job and dealt with our curve balls but still after 6 months we felt we were getting nowhere, were bored and ready to move onto something new. [/QUOTE]
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