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Tomb of Annihilation - how's it going so far?! **spoilers**
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<blockquote data-quote="Burnside" data-source="post: 7240579" data-attributes="member: 6910340"><p>In the pre-planning stages of a ToA campaign for one of my groups. I have two quite different bones to pick with this adventure.</p><p></p><p>1. Would it have killed them to devote a page or two of the book to laying out 2 or 3 suggested optional plot/location flowcharts/paths for working through the story? I don't think it would have ruined the sacred magic of the Holy Sandbox to have at least included something like this as an EXAMPLE of how the book can run. It really doesn't need to be QUITE so difficult to run these hardcovers as they make it.</p><p></p><p>2. I'm pretty sure I hate the Death Curse. Not because it's too hard on the players. But because resurrection being so common that making it unavailable would instantly alarm everybody on the planet is kind of stupid imo. A world where raise dead is available at every corner drugstore is such a radical departure from our own that the very way we think about death would be entirely different. I'm surprised to see that resurrection mechanics are apparently common enough in most people's campaigns that this central plot point is not an issue for them. </p><p></p><p>Also, death in FR is for poor people, and even the good gods apparently think so. I recognize that there is a real-world parallel there, and that wealth insulating the wealthy from things that kill poor people is very much a dynamic common to both FR and our world. But I'm picturing a lot of FR peasants who have always had to live and die like regular ham-and-eggers playing the world's smallest violins for adventurers and their wealthy patrons who have suddenly lost the ability to buy themselves back from the grave. And is it really that heroic to crusade for the return of the status quo of Resurrection for the One Percent? If I was some farmer whose kid got kicked in the head and brained by a horse and I had to bury him, and then I see dead adventurers being carted into the local Temple of Tymora and then strolling back out minutes later, I'd laugh my ass off if the death curse happened. ("Good work, Acererak!")</p><p></p><p>Dead should for the most part mean dead, I think. Your mileage may vary, of course. None of my players has ever had a character resurrected, and none of them have ever known an NPC to be resurrected. </p><p></p><p>I'll be making the Death Curse something else in my campaign. Probably just that souls are not being allowed to pass on to the afterlife, and also that people are being stricken with the curse at random - no relation to having been brought back from the dead. So victims are not limited to Wealthy Retired Adventurers (ugh).</p></blockquote><p></p>
[QUOTE="Burnside, post: 7240579, member: 6910340"] In the pre-planning stages of a ToA campaign for one of my groups. I have two quite different bones to pick with this adventure. 1. Would it have killed them to devote a page or two of the book to laying out 2 or 3 suggested optional plot/location flowcharts/paths for working through the story? I don't think it would have ruined the sacred magic of the Holy Sandbox to have at least included something like this as an EXAMPLE of how the book can run. It really doesn't need to be QUITE so difficult to run these hardcovers as they make it. 2. I'm pretty sure I hate the Death Curse. Not because it's too hard on the players. But because resurrection being so common that making it unavailable would instantly alarm everybody on the planet is kind of stupid imo. A world where raise dead is available at every corner drugstore is such a radical departure from our own that the very way we think about death would be entirely different. I'm surprised to see that resurrection mechanics are apparently common enough in most people's campaigns that this central plot point is not an issue for them. Also, death in FR is for poor people, and even the good gods apparently think so. I recognize that there is a real-world parallel there, and that wealth insulating the wealthy from things that kill poor people is very much a dynamic common to both FR and our world. But I'm picturing a lot of FR peasants who have always had to live and die like regular ham-and-eggers playing the world's smallest violins for adventurers and their wealthy patrons who have suddenly lost the ability to buy themselves back from the grave. And is it really that heroic to crusade for the return of the status quo of Resurrection for the One Percent? If I was some farmer whose kid got kicked in the head and brained by a horse and I had to bury him, and then I see dead adventurers being carted into the local Temple of Tymora and then strolling back out minutes later, I'd laugh my ass off if the death curse happened. ("Good work, Acererak!") Dead should for the most part mean dead, I think. Your mileage may vary, of course. None of my players has ever had a character resurrected, and none of them have ever known an NPC to be resurrected. I'll be making the Death Curse something else in my campaign. Probably just that souls are not being allowed to pass on to the afterlife, and also that people are being stricken with the curse at random - no relation to having been brought back from the dead. So victims are not limited to Wealthy Retired Adventurers (ugh). [/QUOTE]
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