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General Tabletop Discussion
*Dungeons & Dragons
Where's the Villain? and other musings. Why some published campaigns are great and some aren't (Spoiler alerts)
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<blockquote data-quote="O-Castitatis-Lilium" data-source="post: 9254026" data-attributes="member: 7044618"><p>Any module can be anything the DM wants if they are willing to put the work into it. I turned CoS into less sandbox and gave it a bit more structure. My group was a bunch of murderhobos obsessed with lighting at least one thing on fire in every town. I had Strahd sit back and watch them, keeping his distance and trying to pick out who he wanted to take over in the hope of being released from the Dark Powers That Be. When they got close enough to achieving teir goals, he set Valaki on fire, turning it to ash. They then had to backtrack a bit in order to achieve their goals and effectively ending Strahd for now.</p><p></p><p>I had it where they walked through into Barovia through an old road that was no longer used as they got turned around in the upcoming fog. They had their first encounter with some direwolves and a body that held a list of pelts they were after and they wer eto deliver them to someone in the town. So they took the pelts back as well as the body and got XP and a little gold for teir trouble. The town had the Death House in it and I had the children outside interacting with other children in the town. They had heard from the tavern/inn all the goings on in the town with some really good rolls and they had the options on what to do while there. I used some information from the original modules as well as the novels that seemed prevelent and built a very loose thread for them to follow to give them some form of direction.</p><p></p><p>I don't think any of the modules need to have a clear villian to have a clear goal. You can have a clear goal without having a main villain. As for the NPC interactions, you don't really need that either. So long as the NPCs are approachable and can offer help in some way to the players when they need it, they don't need to essentially be a PC themselves, if that makes sense. As for the open world within limits; I don't think that's needed either, you can have one, the other, or both, that truly all depends on how your players like to play. Again, you can turn any module into either a sandbox or give it some structure if you are willing to put in the time and effort into doing so lol.</p></blockquote><p></p>
[QUOTE="O-Castitatis-Lilium, post: 9254026, member: 7044618"] Any module can be anything the DM wants if they are willing to put the work into it. I turned CoS into less sandbox and gave it a bit more structure. My group was a bunch of murderhobos obsessed with lighting at least one thing on fire in every town. I had Strahd sit back and watch them, keeping his distance and trying to pick out who he wanted to take over in the hope of being released from the Dark Powers That Be. When they got close enough to achieving teir goals, he set Valaki on fire, turning it to ash. They then had to backtrack a bit in order to achieve their goals and effectively ending Strahd for now. I had it where they walked through into Barovia through an old road that was no longer used as they got turned around in the upcoming fog. They had their first encounter with some direwolves and a body that held a list of pelts they were after and they wer eto deliver them to someone in the town. So they took the pelts back as well as the body and got XP and a little gold for teir trouble. The town had the Death House in it and I had the children outside interacting with other children in the town. They had heard from the tavern/inn all the goings on in the town with some really good rolls and they had the options on what to do while there. I used some information from the original modules as well as the novels that seemed prevelent and built a very loose thread for them to follow to give them some form of direction. I don't think any of the modules need to have a clear villian to have a clear goal. You can have a clear goal without having a main villain. As for the NPC interactions, you don't really need that either. So long as the NPCs are approachable and can offer help in some way to the players when they need it, they don't need to essentially be a PC themselves, if that makes sense. As for the open world within limits; I don't think that's needed either, you can have one, the other, or both, that truly all depends on how your players like to play. Again, you can turn any module into either a sandbox or give it some structure if you are willing to put in the time and effort into doing so lol. [/QUOTE]
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Where's the Villain? and other musings. Why some published campaigns are great and some aren't (Spoiler alerts)
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