AlexanderRM
2013-06-23, 11:19 PM
Hi, I've recently started running this module for my group, and could use some advice... although I honestly have too many questions I'm not sure where to start. If there were an already-made guide going over it like the one I found for RHoD, that would be great. I found this thread:
http://www.giantitp.com/forums/showthread.php?t=184420
Where someone tried to link to a campaign journal but apparently forgot the link, and that's about it.
The main general problem I've encountered is with the party following the plot, or doing things which it doesn't provide for. I feel like the plot as the module lays it out would work fine for a video game, but in a game without automatic objectives and quest markers you have to follow it kind of falls apart.
As an example, Rule-of-Three asks the party to do three things apparently before he knows what the third thing is. The only explanation I can see for this is that he just has to make requests in three and... maybe assumed that whatever it was they needed to do, he could manage to make it seem like two requests. (Actually this seems like a good explanation: They wind up doing about six things, with one not being mentioned by him and the rest being him trying to convince them that they need to do more for the sake of the Material Plane. I think 3 might be the number of favors he requires until he'll tell them the way home, not how many things he knows they'll have to do before bringing the prophecy back)
Much more significantly, the party can find out that he's a son of Graz'zt with an easily reachable Knowledge: The Planes check (and the Archons will specifically *tell* them that he's a known chaos sympathizer and will suspect them if he's mentioned), but there doesn't seem to be any procedure for what to do if they decide to simply stop working with him, even though doing so would be fairly sensible.
Those are just examples though, I've run into several more such issues just getting to the beginning of the third chapter. Basically the only way I've managed to keep them moving is by outright telling them "you do this because this is what you're supposed to do in the module".
http://www.giantitp.com/forums/showthread.php?t=184420
Where someone tried to link to a campaign journal but apparently forgot the link, and that's about it.
The main general problem I've encountered is with the party following the plot, or doing things which it doesn't provide for. I feel like the plot as the module lays it out would work fine for a video game, but in a game without automatic objectives and quest markers you have to follow it kind of falls apart.
As an example, Rule-of-Three asks the party to do three things apparently before he knows what the third thing is. The only explanation I can see for this is that he just has to make requests in three and... maybe assumed that whatever it was they needed to do, he could manage to make it seem like two requests. (Actually this seems like a good explanation: They wind up doing about six things, with one not being mentioned by him and the rest being him trying to convince them that they need to do more for the sake of the Material Plane. I think 3 might be the number of favors he requires until he'll tell them the way home, not how many things he knows they'll have to do before bringing the prophecy back)
Much more significantly, the party can find out that he's a son of Graz'zt with an easily reachable Knowledge: The Planes check (and the Archons will specifically *tell* them that he's a known chaos sympathizer and will suspect them if he's mentioned), but there doesn't seem to be any procedure for what to do if they decide to simply stop working with him, even though doing so would be fairly sensible.
Those are just examples though, I've run into several more such issues just getting to the beginning of the third chapter. Basically the only way I've managed to keep them moving is by outright telling them "you do this because this is what you're supposed to do in the module".