Mary K. Kuhner
2006-11-08 23:41:28 UTC
What a coincidence: Warren started a thread on campaign deaths, and
we seem to have a live (dead) example on hand.
This was the _Shattered City Adventure Pack_ megamodule from Paizo,
supplemented by some substantial amount of GM additions. We got,
I think, a little less than halfway and gave up.
Three things seemed to contribute to this:
(1) It is very, very lethal. The GM did several things to reduce
lethality and got it down to only 2 PC deaths and no total-kills in
the five scenarios, including one which notoriously kills more than
half the PC parties who encounter it (according to Paizo's web site).
But this didn't make it fun, just survivable. The impression was
of constantly having to be extremely accurate as well as quite
lucky. The player (me) wasn't looking for a PhD exam in D&D, she just
wanted to play and have a good time. This culminated in needing over 2
hours of player preparation time before scenario 5, and still nearly
losing because an essential ability had been overlooked.
Eventually the player was too fatigued and disheartened to continue.
This is sad as scenario 5 is supposed to be the hardest, but it
didn't seem possible to overcome the impression of the first part.
Subjectively, I'd rate them as (1) borderline too hard, (2)
hard but somewhat okay, (3) way too hard, (4) okay, (5) way, way
too hard. Without anything to break them up, this was disasterous.
(2) It's written for the traditional D&Dv3 setting with levels from
1-20 or so, and for D&D advancement: the characters went from 2nd
to 8th in less than a month of play. This is very hard to change
unless the GM wants to invent lots of side adventures, as the main
setpieces are super-lethal even for their given level: you *must*
be 7th+ to do #5 or you're toast.
This led to a number of problems. The NPCs, other than those
used as foes in specific scenarios, are necessarily designed to be
appropriate to an intrigue plot among 15th-17th level characters.
If the PCs are proactive and try to investigate the "main plot"
before they are 15th level, the GM has the nasty choice between
making them fail and letting them find things they cannot possibly
deal with. SCAP as written uses #1 option, and other groups
complained that they had no idea who the main villains were even
after they had defeated them in the end. My GM used #2 option, but
it led to PC despair. Everything they could find to do, except
for the railroaded combat scenarios, was hopelessly too hard for them.
Everyone who was significant was three times their level. There
was nothing for them to do but wait for the axe--they could see
it, suspended over their heads--to fall.
Another major problem was that the player started to lose
competence with the PC abilities because they increased much too
fast. (Presumably this would be less of a problem with multiple
players. We had 6 PCs and one party NPC but only one player, and
this led to overload.)
The push to fast advancement was worsened by the extreme lethality.
You can slow down the (apparent) rate of advancement in AD&Dv3
by multiclassing and making other suboptimal decisions; but it
seemed clear that the PCs would all die if they weren't optimized.
(3) The game has a strong city setting, probably its greatest
strength, and this play group emphasized that aspect very strongly.
The PCs managed to find some level-appropriate interests and
alliances in the city, and became very invested in it. But the
module moves steadily away from that initial investment, and
we started having to fight with the characters to get them to stay
on track. I also had a strong suspicion that all of the PCs'
emotional investments were due to get wiped out, and didn't really
want to stick around to see that happen.
The very difficult scenario #5 began with someone asking the PCs to
conduct a rescue in a distant location. They would not have been
interested, except that the person to be rescued might have had
some information on a line of investigation in which they were
interested. But the scenario leading there involved a lot of
plot-irrelevant overland encounters, dungeon encounters, and then
a seven-hour setpiece fight (70+ rounds of combat!) The player
came out of that feeling as though the investment of time was
grossly too high for the amount of interest value. All I wanted to
do was talk to this NPC, and I blew something like 10-12 hours of
play, and my temper, and my morale, to accomplish that? Why
didn't the PCs stay in their city where they belonged and do things
appropriate to their level? (The characters felt much the same;
there was also some player bitterness that she'd allowed them to
be manuvered into this awful scenario.)
The GM is talking about trying to salvage the PCs and setting,
stopping PC advancement more or less cold, and following out the
PC-generated plot threads to see where they go. I don't know if
we'll do it or not. 8th level is already awfully high for me,
and unfortunately the PC wizard has gotten involved in something that
can only really play itself out via further level advancement.
The upside of the game was good setting and good characters (PCs
and NPCs). But the downsides just made it not worth trying to
continue. It's a pity that #2 is going to be a killer problem in
all of the D&D megamodules, as it's built into the core rules.
Mary Kuhner ***@eskimo.com
we seem to have a live (dead) example on hand.
This was the _Shattered City Adventure Pack_ megamodule from Paizo,
supplemented by some substantial amount of GM additions. We got,
I think, a little less than halfway and gave up.
Three things seemed to contribute to this:
(1) It is very, very lethal. The GM did several things to reduce
lethality and got it down to only 2 PC deaths and no total-kills in
the five scenarios, including one which notoriously kills more than
half the PC parties who encounter it (according to Paizo's web site).
But this didn't make it fun, just survivable. The impression was
of constantly having to be extremely accurate as well as quite
lucky. The player (me) wasn't looking for a PhD exam in D&D, she just
wanted to play and have a good time. This culminated in needing over 2
hours of player preparation time before scenario 5, and still nearly
losing because an essential ability had been overlooked.
Eventually the player was too fatigued and disheartened to continue.
This is sad as scenario 5 is supposed to be the hardest, but it
didn't seem possible to overcome the impression of the first part.
Subjectively, I'd rate them as (1) borderline too hard, (2)
hard but somewhat okay, (3) way too hard, (4) okay, (5) way, way
too hard. Without anything to break them up, this was disasterous.
(2) It's written for the traditional D&Dv3 setting with levels from
1-20 or so, and for D&D advancement: the characters went from 2nd
to 8th in less than a month of play. This is very hard to change
unless the GM wants to invent lots of side adventures, as the main
setpieces are super-lethal even for their given level: you *must*
be 7th+ to do #5 or you're toast.
This led to a number of problems. The NPCs, other than those
used as foes in specific scenarios, are necessarily designed to be
appropriate to an intrigue plot among 15th-17th level characters.
If the PCs are proactive and try to investigate the "main plot"
before they are 15th level, the GM has the nasty choice between
making them fail and letting them find things they cannot possibly
deal with. SCAP as written uses #1 option, and other groups
complained that they had no idea who the main villains were even
after they had defeated them in the end. My GM used #2 option, but
it led to PC despair. Everything they could find to do, except
for the railroaded combat scenarios, was hopelessly too hard for them.
Everyone who was significant was three times their level. There
was nothing for them to do but wait for the axe--they could see
it, suspended over their heads--to fall.
Another major problem was that the player started to lose
competence with the PC abilities because they increased much too
fast. (Presumably this would be less of a problem with multiple
players. We had 6 PCs and one party NPC but only one player, and
this led to overload.)
The push to fast advancement was worsened by the extreme lethality.
You can slow down the (apparent) rate of advancement in AD&Dv3
by multiclassing and making other suboptimal decisions; but it
seemed clear that the PCs would all die if they weren't optimized.
(3) The game has a strong city setting, probably its greatest
strength, and this play group emphasized that aspect very strongly.
The PCs managed to find some level-appropriate interests and
alliances in the city, and became very invested in it. But the
module moves steadily away from that initial investment, and
we started having to fight with the characters to get them to stay
on track. I also had a strong suspicion that all of the PCs'
emotional investments were due to get wiped out, and didn't really
want to stick around to see that happen.
The very difficult scenario #5 began with someone asking the PCs to
conduct a rescue in a distant location. They would not have been
interested, except that the person to be rescued might have had
some information on a line of investigation in which they were
interested. But the scenario leading there involved a lot of
plot-irrelevant overland encounters, dungeon encounters, and then
a seven-hour setpiece fight (70+ rounds of combat!) The player
came out of that feeling as though the investment of time was
grossly too high for the amount of interest value. All I wanted to
do was talk to this NPC, and I blew something like 10-12 hours of
play, and my temper, and my morale, to accomplish that? Why
didn't the PCs stay in their city where they belonged and do things
appropriate to their level? (The characters felt much the same;
there was also some player bitterness that she'd allowed them to
be manuvered into this awful scenario.)
The GM is talking about trying to salvage the PCs and setting,
stopping PC advancement more or less cold, and following out the
PC-generated plot threads to see where they go. I don't know if
we'll do it or not. 8th level is already awfully high for me,
and unfortunately the PC wizard has gotten involved in something that
can only really play itself out via further level advancement.
The upside of the game was good setting and good characters (PCs
and NPCs). But the downsides just made it not worth trying to
continue. It's a pity that #2 is going to be a killer problem in
all of the D&D megamodules, as it's built into the core rules.
Mary Kuhner ***@eskimo.com