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General Tabletop Discussion
*Dungeons & Dragons
The Flaw in Each Campaign Adventure (Spoilers)
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<blockquote data-quote="MonkeezOnFire" data-source="post: 7933883" data-attributes="member: 6784845"><p>I'm currently running Baldur's Gate: Descent into Avernus and while we're only a few sessions in there are a couple of minor things I noticed on my read through. </p><p></p><p>The initial hook is very railroady. It even mentions how Zodge sends a hit squad after the characters if they do not do as they are told. The Flaming Fist is too busy to deal with cultists but they can spare some mercs to tail the party? But this is very simple to remedy and the solution is even in the book itself: the shared dark secret. My players decided that they had planned and failed to pull off a heist, so I had it that they are being blackmailed. Someone behind the scenes is using the party hoping to use them to get to the shield. The party isn't fully aware of this yet, they just know that either them being brought back together is one heck of a coincidence or somebody knows their secret. </p><p></p><p>The second issue is once the macguffin is found in Baldur's Gate the party goes on a long trip in order to progress. From Baldur's Gate they go to Candlekeep to talk to a specific NPC and then from Candlekeep they are flown to a tower to talk to a different NPC that actually transports them to Avernus. I get that down time after finishing the major arc of Baldur's Gate is a good think to let the characters relax before literally going to hell. But this travel sequence feels really unnecessary and I plan to shorten it as I'm not even running the adventure set in the Forgotten Realms.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 7933883, member: 6784845"] I'm currently running Baldur's Gate: Descent into Avernus and while we're only a few sessions in there are a couple of minor things I noticed on my read through. The initial hook is very railroady. It even mentions how Zodge sends a hit squad after the characters if they do not do as they are told. The Flaming Fist is too busy to deal with cultists but they can spare some mercs to tail the party? But this is very simple to remedy and the solution is even in the book itself: the shared dark secret. My players decided that they had planned and failed to pull off a heist, so I had it that they are being blackmailed. Someone behind the scenes is using the party hoping to use them to get to the shield. The party isn't fully aware of this yet, they just know that either them being brought back together is one heck of a coincidence or somebody knows their secret. The second issue is once the macguffin is found in Baldur's Gate the party goes on a long trip in order to progress. From Baldur's Gate they go to Candlekeep to talk to a specific NPC and then from Candlekeep they are flown to a tower to talk to a different NPC that actually transports them to Avernus. I get that down time after finishing the major arc of Baldur's Gate is a good think to let the characters relax before literally going to hell. But this travel sequence feels really unnecessary and I plan to shorten it as I'm not even running the adventure set in the Forgotten Realms. [/QUOTE]
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The Flaw in Each Campaign Adventure (Spoilers)
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