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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="dorentir" data-source="post: 2713429" data-attributes="member: 18510"><p>Hello;</p><p>Long time listener, first time poster here...</p><p>Jim Pinto, I am so glad you take the time to continue to offer support and suggestions to all the people out there playing your WLD. I think its great you continue to be involved in supporting the product even though you are no longer with AEG and thank you for giving your time and creativity to the players and fans.</p><p>I bought a copy but haven't had much time to do more than marvel at it's size but I'd like to run it some time in the near future. To that end, I have been reading Blueblackred's weblog, listening to RPGMP3's recordings when I can and am reading this thread... since I came to the WLD about a year plus after it hit the shelves I've had a lot of catching up to do...</p><p></p><p>I'm thinking of making a few changes to the rules in regards to this adventure and try them out and see how they work. One of the ideas I'd steal from Hal from RPGMP3 in England is allowing magic users to scribe scrolls in the dungeon using improvised materials, thus building their spellbooks as they go. I'd also let them access captured spellbooks.</p><p>One of the things that kind of bugs me about the skills rules in 3e is that thieves have access to "use magic device" but magic users do not. I'm thinking of allowing magic users and clerics to take "use magic device" as a class skill. If it is a device based upon an arcane spell, the cleric would have a hefty penalty to try to "use" it and vice-versa for magic users. I guess I'm showing my age since I call them "magic users" and "thieves" but this would allow a magic user without an identify spell handy at least the chance to try to use a wand in order to hopefully find out what it does. Of course, the misfire and mishap rules of Use Magic Device would apply. If the magic user cast identify upon the item, he could activate it without a skill check or risk of a misfire. I might create a misfire table with possibly fatal effects.</p><p></p><p>I'm wondering about how to start the adventure. My thought was as follows --- the players are hired by a wizard/merchant who deals in books and scrolls and asked to track down an shop assistant who went awol with a few items that the merchant hadn't yet identified --- one of them might be an old scroll that describes the Carcerus Maximus in vague terms and possibly a rough map to its location, another might be the spell scroll that allowed the fiendish portal to open -- perhaps something else. The assistant is, of course, Longtail in his human form... I'd give him a human name but the players would have a description of him and know that lots of folks called him "longtail" presumably because he wore his long hair in a braid down his back --- (they wouldn't know the nickname had another meaning).</p><p>Anyway, I've got to run -- these are the first of just a few ideas I wanted to kick around and see what others are thinking.</p></blockquote><p></p>
[QUOTE="dorentir, post: 2713429, member: 18510"] Hello; Long time listener, first time poster here... Jim Pinto, I am so glad you take the time to continue to offer support and suggestions to all the people out there playing your WLD. I think its great you continue to be involved in supporting the product even though you are no longer with AEG and thank you for giving your time and creativity to the players and fans. I bought a copy but haven't had much time to do more than marvel at it's size but I'd like to run it some time in the near future. To that end, I have been reading Blueblackred's weblog, listening to RPGMP3's recordings when I can and am reading this thread... since I came to the WLD about a year plus after it hit the shelves I've had a lot of catching up to do... I'm thinking of making a few changes to the rules in regards to this adventure and try them out and see how they work. One of the ideas I'd steal from Hal from RPGMP3 in England is allowing magic users to scribe scrolls in the dungeon using improvised materials, thus building their spellbooks as they go. I'd also let them access captured spellbooks. One of the things that kind of bugs me about the skills rules in 3e is that thieves have access to "use magic device" but magic users do not. I'm thinking of allowing magic users and clerics to take "use magic device" as a class skill. If it is a device based upon an arcane spell, the cleric would have a hefty penalty to try to "use" it and vice-versa for magic users. I guess I'm showing my age since I call them "magic users" and "thieves" but this would allow a magic user without an identify spell handy at least the chance to try to use a wand in order to hopefully find out what it does. Of course, the misfire and mishap rules of Use Magic Device would apply. If the magic user cast identify upon the item, he could activate it without a skill check or risk of a misfire. I might create a misfire table with possibly fatal effects. I'm wondering about how to start the adventure. My thought was as follows --- the players are hired by a wizard/merchant who deals in books and scrolls and asked to track down an shop assistant who went awol with a few items that the merchant hadn't yet identified --- one of them might be an old scroll that describes the Carcerus Maximus in vague terms and possibly a rough map to its location, another might be the spell scroll that allowed the fiendish portal to open -- perhaps something else. The assistant is, of course, Longtail in his human form... I'd give him a human name but the players would have a description of him and know that lots of folks called him "longtail" presumably because he wore his long hair in a braid down his back --- (they wouldn't know the nickname had another meaning). Anyway, I've got to run -- these are the first of just a few ideas I wanted to kick around and see what others are thinking. [/QUOTE]
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