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Skyseer - smugglers plot
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<blockquote data-quote="HenryLockwood" data-source="post: 6306287" data-attributes="member: 6682729"><p>I've run <em>Island</em> and <em>Skyseer</em> online in the past; I'm soon going to be running a modified version of <em>Skyseer</em> as a weekend one-off. We have two days of gameplay, from Saturday morning to Sunday evening.</p><p></p><p>My concern is that there's a lot to fit in that time. I'm having to streamline some aspects of the adventure, such as making Reed Macbannin's motivations unclear (he's collecting witchoil, and charging it up with dead souls, but the PCs may not find out exactly why). The obvious next candidate for culling is the entire smuggling operation. Is there a reason the PCs need to follow it up at all? They can track Dr. Wolfgang easily enough without closing down some smugglers; they'll probably need to investigate Heward's factory as that's how they can meet up with Gale; but I don't see where the smugglers are actually essential to the overall plot.</p><p></p><p>Is there something I've missed? I'm wary about culling an essential piece of plot, but equally running out of time and leaving the adventure partway through would be disastrous.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="HenryLockwood, post: 6306287, member: 6682729"] I've run [i]Island[/i] and [i]Skyseer[/i] online in the past; I'm soon going to be running a modified version of [i]Skyseer[/i] as a weekend one-off. We have two days of gameplay, from Saturday morning to Sunday evening. My concern is that there's a lot to fit in that time. I'm having to streamline some aspects of the adventure, such as making Reed Macbannin's motivations unclear (he's collecting witchoil, and charging it up with dead souls, but the PCs may not find out exactly why). The obvious next candidate for culling is the entire smuggling operation. Is there a reason the PCs need to follow it up at all? They can track Dr. Wolfgang easily enough without closing down some smugglers; they'll probably need to investigate Heward's factory as that's how they can meet up with Gale; but I don't see where the smugglers are actually essential to the overall plot. Is there something I've missed? I'm wary about culling an essential piece of plot, but equally running out of time and leaving the adventure partway through would be disastrous. Thanks! [/QUOTE]
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