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General Tabletop Discussion
*Dungeons & Dragons
Wizards Goes Big with Vecna: Eve of Ruin
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<blockquote data-quote="SlyFlourish" data-source="post: 9352370" data-attributes="member: 54840"><p>It felt like a big deal to me because it basically invalidates the whole purpose of going on the rest of the adventure.</p><p></p><p>[SPOILER="Spoilers ahoy!"]If you knew Mordenkainen was actually Kas you wouldn't go to all those places so he could get the rod and release Miska. Also, there's the most ham-fisted "you have to give the rod over to Mordenkainen" scene at the end with a whole bunch of options that all equate to "give Mordy the rod so he can reveal himself to be Kas and continue the rest of the adventure."[/SPOILER]</p><p></p><p>Can you rework the adventure to not include this stuff? Probably. I think its more than a tweak but I've seen (and written) some alternatives that don't force characters to go down only one path. You know what else we can do? Build our own Vecna adventure and not spend $60 on a book we have to fix.</p><p></p><p>Again, these are my opinions but I think its worth knowing the plot of the adventure before one spends $60 on it. If someone knows how the plot rolls out and decides to go with it anyway, that's totally fine. We each get to decide what we like and what we run.</p><p></p><p>But as a dude who spends a lot of time offering advice to fellow GMs, I would never recommend running a plot like this one. I'd be infuriated being on the player side of it.</p></blockquote><p></p>
[QUOTE="SlyFlourish, post: 9352370, member: 54840"] It felt like a big deal to me because it basically invalidates the whole purpose of going on the rest of the adventure. [SPOILER="Spoilers ahoy!"]If you knew Mordenkainen was actually Kas you wouldn't go to all those places so he could get the rod and release Miska. Also, there's the most ham-fisted "you have to give the rod over to Mordenkainen" scene at the end with a whole bunch of options that all equate to "give Mordy the rod so he can reveal himself to be Kas and continue the rest of the adventure."[/SPOILER] Can you rework the adventure to not include this stuff? Probably. I think its more than a tweak but I've seen (and written) some alternatives that don't force characters to go down only one path. You know what else we can do? Build our own Vecna adventure and not spend $60 on a book we have to fix. Again, these are my opinions but I think its worth knowing the plot of the adventure before one spends $60 on it. If someone knows how the plot rolls out and decides to go with it anyway, that's totally fine. We each get to decide what we like and what we run. But as a dude who spends a lot of time offering advice to fellow GMs, I would never recommend running a plot like this one. I'd be infuriated being on the player side of it. [/QUOTE]
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Wizards Goes Big with Vecna: Eve of Ruin
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