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General Tabletop Discussion
*Dungeons & Dragons
The Flaw in Each Campaign Adventure (Spoilers)
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<blockquote data-quote="werecorpse" data-source="post: 7933460" data-attributes="member: 55491"><p>These are all helpful comments and solutions. I like a lot ofthe adventures but always change some stuff. Knowing what to change before you start can sometimes be tricky.</p><p></p><p>Re SKT I think the way the various beginner quests get introduced is also a poor tool and the GM should try and fix this, I’m not sure how yet as I haven’t run it. I think the giant in the floating wizards hat tower is fairly pointless. I also think the whole raison d’être of the campaign is weak. A solution seems to be to combine this campaign and tyranny of dragons which requires a bit of work but could make a fun sword coast travelling campaign. I haven’t run or played in either but I plan too.</p><p></p><p>Re Out of the Abyss, I agree the use of initial NPCs is more trouble than its worth. I like your idea to maybe give the players some background traits. The group I ran got tpked in Gracklstugh, so I went totally off the rails, they made up new Underdark appropriate characters and spent the next 8-10 levels there interacting with the Out of Abyss adventurers league adventures and other stuff which I tacked on. They have just overthrown the Deepking and replaced him with an ally who they hope will keep the city strong against various demonic armies building in the Underdark while they now finally head to Blingdenstone for reasons.</p><p></p><p>Re Tomb of Annihilation, I played this one and our DM doesn’t really kill PCs and we kinda just forgot about the timeline as it didn’t directly impact us. I think a better way to impose a timeline is baked into the campaign. Undead issues, the rising of Ras Nsi, rival explorers from Thay looking to ally with the undead and make Chult a province, ruined cities to explore before the bad guys can. That’s plenty enough motivation. The side quests in this are good but solving them was often a bit too easy and didn’t really go anywhere, so a bit of a let down.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7933460, member: 55491"] These are all helpful comments and solutions. I like a lot ofthe adventures but always change some stuff. Knowing what to change before you start can sometimes be tricky. Re SKT I think the way the various beginner quests get introduced is also a poor tool and the GM should try and fix this, I’m not sure how yet as I haven’t run it. I think the giant in the floating wizards hat tower is fairly pointless. I also think the whole raison d’être of the campaign is weak. A solution seems to be to combine this campaign and tyranny of dragons which requires a bit of work but could make a fun sword coast travelling campaign. I haven’t run or played in either but I plan too. Re Out of the Abyss, I agree the use of initial NPCs is more trouble than its worth. I like your idea to maybe give the players some background traits. The group I ran got tpked in Gracklstugh, so I went totally off the rails, they made up new Underdark appropriate characters and spent the next 8-10 levels there interacting with the Out of Abyss adventurers league adventures and other stuff which I tacked on. They have just overthrown the Deepking and replaced him with an ally who they hope will keep the city strong against various demonic armies building in the Underdark while they now finally head to Blingdenstone for reasons. Re Tomb of Annihilation, I played this one and our DM doesn’t really kill PCs and we kinda just forgot about the timeline as it didn’t directly impact us. I think a better way to impose a timeline is baked into the campaign. Undead issues, the rising of Ras Nsi, rival explorers from Thay looking to ally with the undead and make Chult a province, ruined cities to explore before the bad guys can. That’s plenty enough motivation. The side quests in this are good but solving them was often a bit too easy and didn’t really go anywhere, so a bit of a let down. [/QUOTE]
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