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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="twofalls" data-source="post: 1954634" data-attributes="member: 23718"><p>No, no, no! This is a great opportunity! I'm hoping that all my players end up signing the charter, though I know that one of them can't (Lawful Evil). Don't you see? The Dungeon adventure takes on a whole new story dimension this way. First the players solve the schism between the Celestials and the Inevitables by having the Inevitables touch the Charter. Once they agree to return to their plane of origin to be reprogrammed the gods must replace them with some Celestials or the wards will fail. Replace them with exactly the same number of Celestials as the number of Inevitables who leave. That still leaves the Garrison drastically weakened from its original state.</p><p></p><p>Now that the players are part of the Garrison they have a whole new stake in this adventure! Kelara will consider them under her command and will use them to first clean up region E (and any trouble still in region A...ie. the portal if its not closed), and then will use them to locate and rescue other Celestials from other areas of the prison! I mean think about it... you could add in Celestials into nearly any other region of the Dungeon, and then instead of a Dungeon Crawl with traditional hacking and exploration themes, you have a rescue adventure along with all the other plots built into the game! The Garrison needs Celestials to charge the wards, once that is accomplished, certainly Kelara will want to send a powerful force into region I to deal with the fleshy horrors there, or into Region F to clear out the Shadows and Minotaurs... the possibilities for adventure here compliment the various region themes perfectly!</p><p></p><p>They signed the Charter... eeeeeeexcellent!</p><p></p><p>One of my key players will be missing for our January 22 playing session, so the other five have decided to play a WLD session rather than our Dreams of Glory campaign. We will start exploring region E that day. I’m looking forward to using your material Lee. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Oh, one other thing, if your conern was that you were planning on using the WLD exactly as written without adding or changing anything, I'd abandon that idea immediatly. In order to run this thing well, you will HAVE to change things in order for the story to make sense. I've met a lot of GM's who play adventures exactly as written, and those GM's inevtiably find themselves scrambling to keep their players invested in the game... (I'm not accusing you here, this is really more of a general warning to anyone reading this thread). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="twofalls, post: 1954634, member: 23718"] No, no, no! This is a great opportunity! I'm hoping that all my players end up signing the charter, though I know that one of them can't (Lawful Evil). Don't you see? The Dungeon adventure takes on a whole new story dimension this way. First the players solve the schism between the Celestials and the Inevitables by having the Inevitables touch the Charter. Once they agree to return to their plane of origin to be reprogrammed the gods must replace them with some Celestials or the wards will fail. Replace them with exactly the same number of Celestials as the number of Inevitables who leave. That still leaves the Garrison drastically weakened from its original state. Now that the players are part of the Garrison they have a whole new stake in this adventure! Kelara will consider them under her command and will use them to first clean up region E (and any trouble still in region A...ie. the portal if its not closed), and then will use them to locate and rescue other Celestials from other areas of the prison! I mean think about it... you could add in Celestials into nearly any other region of the Dungeon, and then instead of a Dungeon Crawl with traditional hacking and exploration themes, you have a rescue adventure along with all the other plots built into the game! The Garrison needs Celestials to charge the wards, once that is accomplished, certainly Kelara will want to send a powerful force into region I to deal with the fleshy horrors there, or into Region F to clear out the Shadows and Minotaurs... the possibilities for adventure here compliment the various region themes perfectly! They signed the Charter... eeeeeeexcellent! One of my key players will be missing for our January 22 playing session, so the other five have decided to play a WLD session rather than our Dreams of Glory campaign. We will start exploring region E that day. I’m looking forward to using your material Lee. :) Oh, one other thing, if your conern was that you were planning on using the WLD exactly as written without adding or changing anything, I'd abandon that idea immediatly. In order to run this thing well, you will HAVE to change things in order for the story to make sense. I've met a lot of GM's who play adventures exactly as written, and those GM's inevtiably find themselves scrambling to keep their players invested in the game... (I'm not accusing you here, this is really more of a general warning to anyone reading this thread). ;) [/QUOTE]
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