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Why do they keep on dying?!
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<blockquote data-quote="aboyd" data-source="post: 5556141" data-attributes="member: 44797"><p>Well terrya, again, it sounds like you are wedded to a lot of ideas that are causing you and/or your players to abandon the game. If they refuse to retreat and yet refuse to start a new campaign when the current one TPKs, maybe that's everyone's way of saying, "Thanks for all the D&D, but we're done."</p><p></p><p>Maybe it really is time to let it go?</p><p></p><p>If you or the group will keep doing things that make themselves unhappy, expect to be unhappy. No trickery there.</p><p></p><p>Having said that, if you find that the Necromancer modules mask the problem, then great! I personally found Durbenford to be a delight. I hope you do too.</p><p></p><p>Here is the <a href="http://www.necromancergames.com/previews/lcobb.html" target="_blank">back cover of the Lost City of Barakus</a>, which has a short description of what's in store.</p><p></p><p>Larin Karr is the module that is famous for the underground tunnels that connect various adventure spots.</p><p></p><p>Barakus is probably the most "normal" of the modules even though it has some out-there concepts, and the dungeon can go on for too long for some players. Since Larin Karr overlaps (as far as what levels are appropriate), it's easy to ditch Barakus if you find the players are not having as much fun as you are. Durbenford is not so much weird or innovative as it is just really fun to play. The NPCs are great. In fact, I'm going to take a screenshot from my private forum and attach it. It shows a dossier of sorts that the players could see about the NPCs they were encountering. In the image, "Griffo and Olo" are just replacement names for the characters called "Thasik and Rug" in the module. Also, Helene is actually called Helen in the module.</p><p></p><p>I think I scrounged the mug shots from all the free Dungeon PDFs on Paizo's site. I don't think they came with the Durbenford module itself.</p></blockquote><p></p>
[QUOTE="aboyd, post: 5556141, member: 44797"] Well terrya, again, it sounds like you are wedded to a lot of ideas that are causing you and/or your players to abandon the game. If they refuse to retreat and yet refuse to start a new campaign when the current one TPKs, maybe that's everyone's way of saying, "Thanks for all the D&D, but we're done." Maybe it really is time to let it go? If you or the group will keep doing things that make themselves unhappy, expect to be unhappy. No trickery there. Having said that, if you find that the Necromancer modules mask the problem, then great! I personally found Durbenford to be a delight. I hope you do too. Here is the [url=http://www.necromancergames.com/previews/lcobb.html]back cover of the Lost City of Barakus[/url], which has a short description of what's in store. Larin Karr is the module that is famous for the underground tunnels that connect various adventure spots. Barakus is probably the most "normal" of the modules even though it has some out-there concepts, and the dungeon can go on for too long for some players. Since Larin Karr overlaps (as far as what levels are appropriate), it's easy to ditch Barakus if you find the players are not having as much fun as you are. Durbenford is not so much weird or innovative as it is just really fun to play. The NPCs are great. In fact, I'm going to take a screenshot from my private forum and attach it. It shows a dossier of sorts that the players could see about the NPCs they were encountering. In the image, "Griffo and Olo" are just replacement names for the characters called "Thasik and Rug" in the module. Also, Helene is actually called Helen in the module. I think I scrounged the mug shots from all the free Dungeon PDFs on Paizo's site. I don't think they came with the Durbenford module itself. [/QUOTE]
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