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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 7403717" data-attributes="member: 79141"><p><strong>Thoughts on Adventure #9</strong></p><p></p><p><strong>Observations</strong></p><p></p><p>Sorry to be critical, but having played out two sessions of adventure #9 now (reports for session 50 coming soon), I have to report a certain lack of focus to the opening. (This could well be down to me; I've been feeling off my game lately, but it's hard to tell which came first, the king's favourite chicken or the stolen magical egg.) I’m not a huge fan of the mystery the adventure presents, though I understand that the main reason for its inclusion is to foreshadow events for adventure #12. But for the life of me, I can’t work out how the players are supposed to figure out ‘whodunnit’. (The adventure says they can use divinations, but which ones? And how come the fey haven't used them?)</p><p></p><p>Also, although the text staggers the introduction of the members of each court, there remain an overwhleming <strong>10 NPCs</strong> for the players to get their heads around (and who disappear shortly afterwards, never to be seen again). There isn’t really a penalty for failure (often an issue with story-based, cinematic adventure paths), and I get the feeling that my players are feeling as frustrated as their characters would be at being stuck in the Dreaming, subjected to fey whim. </p><p></p><p>To provide some tension, I have set a real-world time-limit to their investigations: they have only one more session remaining to complete them and must announce their findings at the start of the fourth. </p><p></p><p><strong>Alterations</strong></p><p></p><p>In comparison with <em>Diaspora</em>, which featured substantial additions and diversions throughout, I plan to run <em>The Last Starry Sky</em> pretty much as written. Just in case the few tweaks I have already made cause confusion, there have been a few name changes to Act One that are mostly just a bit of fun:</p><p></p><p>The last major ‘buffer adventure’ we played out before our campaign ended its initial run was set in the Dreaming. The only unit member involved was Leon, who gathered about him a band of misfits we jokingly referred to as ‘Team D’. One of them was a loud, pompous bralani named Ascodel, who we described as ‘Herald of the Great Hunt’, so it only seemed fitting that I substitute him for Riffian. (When I mentioned him last week, his own player groaned and said, “Oh no, not him!”)</p><p></p><p>The only other members of team D who are likely to show up here are Redcoat, a talking bear, and Nbed, a satyr mercenary. Another character the group met was a satyr named Dantes, and he may show up too. Again, I mention this only to save making explanations mid-session-report.</p><p></p><p>Another change is that the fey respond strangely to Kai, Korrigan’s son (making a rather clumsy reference to a prophecy, blah blah). This would have been handled more smoothly but Korrigan’s player was absent last week; I could have left the matter until he returned, only Leon’s player is absent this week, and the upshot was going to be, ‘we’re offering you a place in the Court, to hold until the boy comes of age’. (He needed to be given the option to accept before he left.) This entire addition was purely to establish that there is more to Kai’s relationship with the fey that has yet to be revealed. (He was, after all, promised to them by his mother in return for Korrigan’s rescue from Yerasol IV. But which fey entity was behind this initial promise?)</p><p></p><p>Moving on to Act Two, I plan to alter the outcome of the assassination plot to work back in some of the elements I liked in the first draft. The Cypher System does a bad job of handling NPC vs NPC and PC vs PC conflict, which means that the King’s untimely death would be a matter of DM fiat anyway. So I mean to have Harkover try to teleport away when things go badly for Aodhan, into the real trap laid by Stanfield, bringing the King into his clutches and Harkover close to death. <strong>[Edit: I changed my mind about this and had the king die on screen, not off.]</strong></p><p></p><p>The battle in the palace will also feature a betrayal that was seeded in our campaign many years ago (but might not carry a huge amount of weight now, with the memory having faded somewhat). </p><p></p><p>The final extended fight against Stanfield will also be augmented by additional foes: Festoon & Mehmood, the villains working for Stanfield who tracked down Uriel’s incarnations; and Azure Lord Blackthorn, an erstwhile ally of the unit who they kind of hate. These inclusions are simply to finish off dangling plot-threads.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 7403717, member: 79141"] [b]Thoughts on Adventure #9[/b] [B]Observations[/B] Sorry to be critical, but having played out two sessions of adventure #9 now (reports for session 50 coming soon), I have to report a certain lack of focus to the opening. (This could well be down to me; I've been feeling off my game lately, but it's hard to tell which came first, the king's favourite chicken or the stolen magical egg.) I’m not a huge fan of the mystery the adventure presents, though I understand that the main reason for its inclusion is to foreshadow events for adventure #12. But for the life of me, I can’t work out how the players are supposed to figure out ‘whodunnit’. (The adventure says they can use divinations, but which ones? And how come the fey haven't used them?) Also, although the text staggers the introduction of the members of each court, there remain an overwhleming [B]10 NPCs[/B] for the players to get their heads around (and who disappear shortly afterwards, never to be seen again). There isn’t really a penalty for failure (often an issue with story-based, cinematic adventure paths), and I get the feeling that my players are feeling as frustrated as their characters would be at being stuck in the Dreaming, subjected to fey whim. To provide some tension, I have set a real-world time-limit to their investigations: they have only one more session remaining to complete them and must announce their findings at the start of the fourth. [B]Alterations[/B] In comparison with [I]Diaspora[/I], which featured substantial additions and diversions throughout, I plan to run [I]The Last Starry Sky[/I] pretty much as written. Just in case the few tweaks I have already made cause confusion, there have been a few name changes to Act One that are mostly just a bit of fun: The last major ‘buffer adventure’ we played out before our campaign ended its initial run was set in the Dreaming. The only unit member involved was Leon, who gathered about him a band of misfits we jokingly referred to as ‘Team D’. One of them was a loud, pompous bralani named Ascodel, who we described as ‘Herald of the Great Hunt’, so it only seemed fitting that I substitute him for Riffian. (When I mentioned him last week, his own player groaned and said, “Oh no, not him!”) The only other members of team D who are likely to show up here are Redcoat, a talking bear, and Nbed, a satyr mercenary. Another character the group met was a satyr named Dantes, and he may show up too. Again, I mention this only to save making explanations mid-session-report. Another change is that the fey respond strangely to Kai, Korrigan’s son (making a rather clumsy reference to a prophecy, blah blah). This would have been handled more smoothly but Korrigan’s player was absent last week; I could have left the matter until he returned, only Leon’s player is absent this week, and the upshot was going to be, ‘we’re offering you a place in the Court, to hold until the boy comes of age’. (He needed to be given the option to accept before he left.) This entire addition was purely to establish that there is more to Kai’s relationship with the fey that has yet to be revealed. (He was, after all, promised to them by his mother in return for Korrigan’s rescue from Yerasol IV. But which fey entity was behind this initial promise?) Moving on to Act Two, I plan to alter the outcome of the assassination plot to work back in some of the elements I liked in the first draft. The Cypher System does a bad job of handling NPC vs NPC and PC vs PC conflict, which means that the King’s untimely death would be a matter of DM fiat anyway. So I mean to have Harkover try to teleport away when things go badly for Aodhan, into the real trap laid by Stanfield, bringing the King into his clutches and Harkover close to death. [B][Edit: I changed my mind about this and had the king die on screen, not off.][/B] The battle in the palace will also feature a betrayal that was seeded in our campaign many years ago (but might not carry a huge amount of weight now, with the memory having faded somewhat). The final extended fight against Stanfield will also be augmented by additional foes: Festoon & Mehmood, the villains working for Stanfield who tracked down Uriel’s incarnations; and Azure Lord Blackthorn, an erstwhile ally of the unit who they kind of hate. These inclusions are simply to finish off dangling plot-threads. [/QUOTE]
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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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