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Serious inquiries only please - 100th level adventure hook and module in development
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<blockquote data-quote="Yair" data-source="post: 2455373" data-attributes="member: 10913"><p>Turnail, you definitely have a talent for flavor. However, I think such unusual explanations should be used sparingly, for else they would lose their impact. For most items/abilities, I think it is better to leave the flavor explanations in the background. Kolshadai's armor, for example, is probably a holy relic of his church enmeshed with legends and mythic flavor - but describing these will be countereffective. It's better, especially for a one-off adventure, to reserve bombastic flavor to a few select items per character at most.</p><p></p><p>Regarding the Plot: I personally liked Turnail's revised storyline, but I do have two comments I want to make.</p><p>1) Characters: The adventure as written presupposes using level 20 adventurers as the initial cast, if I understand correctly. This will be very problematic for most campaigns, as they're not level 20 (mostly far below, a few higher, and so on). I just don't think it's a useful start, people are going to have to make the level 20 characters anyways.</p><p>Even if this obstacle is lifted, the next chapter sees these same characters manified to level 100. In other words, what we get is a totally unknown party of level 100 characters. At such a high level, each character's abilities can be so wildly different that I suspect it will be next to impossible to design an adventure that will threaten but not overwhelm the party unless we know exactly who we are dealing with. I think it will be next to impossible to design a "generic" level 100 adventure that will work for any reasonable level 100 party.</p><p>I suggest going back to the "pregenerated" strategy. We should design a party of 4 to 6 characters, and fit the adventure to it. Otherwise, I fear the adventure won't be balanced to the party.</p><p></p><p>2) God: While I really like putting the creator-god into the campaign as Turnail did (especially tying up that schyzophrenia loose end!), I dislike the idea that the other gods defeated him. It's not a religious issue (I'm an atheist), it's just that I feel it downgrades God to god, neutering the grandour of inserting God into things in the first place. </p><p>I suggest having the various gods, along with their creation of the multiverse, be an aspect of God's dementia rather than his defeat. They struggle to keep the god insane, and themselves existing. In struggling to defeat the wizard & cleric the characters hence work to maintain God's insanity, adding a little moral twist: do they defend the multiverse at the cost of the suffering and dementia of God himself? </p><p>Note this also makes any planar travel a travel in a schizophrenic god's mind. I suggest that God's glimmer of sanity will start to unite these different landscapes, leading to them bleeding together in Turnail's confluence of time and dimensions.</p></blockquote><p></p>
[QUOTE="Yair, post: 2455373, member: 10913"] Turnail, you definitely have a talent for flavor. However, I think such unusual explanations should be used sparingly, for else they would lose their impact. For most items/abilities, I think it is better to leave the flavor explanations in the background. Kolshadai's armor, for example, is probably a holy relic of his church enmeshed with legends and mythic flavor - but describing these will be countereffective. It's better, especially for a one-off adventure, to reserve bombastic flavor to a few select items per character at most. Regarding the Plot: I personally liked Turnail's revised storyline, but I do have two comments I want to make. 1) Characters: The adventure as written presupposes using level 20 adventurers as the initial cast, if I understand correctly. This will be very problematic for most campaigns, as they're not level 20 (mostly far below, a few higher, and so on). I just don't think it's a useful start, people are going to have to make the level 20 characters anyways. Even if this obstacle is lifted, the next chapter sees these same characters manified to level 100. In other words, what we get is a totally unknown party of level 100 characters. At such a high level, each character's abilities can be so wildly different that I suspect it will be next to impossible to design an adventure that will threaten but not overwhelm the party unless we know exactly who we are dealing with. I think it will be next to impossible to design a "generic" level 100 adventure that will work for any reasonable level 100 party. I suggest going back to the "pregenerated" strategy. We should design a party of 4 to 6 characters, and fit the adventure to it. Otherwise, I fear the adventure won't be balanced to the party. 2) God: While I really like putting the creator-god into the campaign as Turnail did (especially tying up that schyzophrenia loose end!), I dislike the idea that the other gods defeated him. It's not a religious issue (I'm an atheist), it's just that I feel it downgrades God to god, neutering the grandour of inserting God into things in the first place. I suggest having the various gods, along with their creation of the multiverse, be an aspect of God's dementia rather than his defeat. They struggle to keep the god insane, and themselves existing. In struggling to defeat the wizard & cleric the characters hence work to maintain God's insanity, adding a little moral twist: do they defend the multiverse at the cost of the suffering and dementia of God himself? Note this also makes any planar travel a travel in a schizophrenic god's mind. I suggest that God's glimmer of sanity will start to unite these different landscapes, leading to them bleeding together in Turnail's confluence of time and dimensions. [/QUOTE]
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