There is a 100% chance that we will take on the mission.
That's what I figure, so while I don't want to ruin anyone's fun with block anyone's improvisational interaction, I also don't want to burn all our momentum on it.
What interaction would people like to have with the dwarf, prior to him telling us what the job is? Like if anyone decides they have a history with him, or hates dwarves, or whatever. I'm all for that, and for finding stuff out about the dwarf. But prying it out of him isn't terribly engaging, as I think the 3-day gap indicates.
I'm not just about combat, but play-by-post benefits from keeping moving, and lacks the advantage of the DM being able to judge the group's enthusiasm for a given scene.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
Sorry about the short answers but I'm trying to picture a dwarf that's in the mining business would be like. He's a cleric of Moradin and they, in my mind, tend only to say what they mean in as few words as they can. I'll try to be a little more "wordy" in future posts.
This mission is really a side mission to your main objective. Same goes for Gendar's mission once you talk to him about it, as well as the Mages' mission. In all cases those missions can be accomplished during your main mission.
I'm not opposed to going "out of order" but you won't really have many clues about the side mission until you start to go through searching about for the Bloodreaves at the Chamber of Eyes. On the ohter hand, if you get the information about the side missions now, then you can recognize the items when you find them on your main mission.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
I think that Centauri means we dont need to RP all the back and forth conversation. We can skip from "scene" to "scene" and gloss over much of the assumed dialouge.
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Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
I think that Centauri means we dont need to RP all the back and forth conversation. We can skip from "scene" to "scene" and gloss over much of the assumed dialouge.
Sort of. Or other assumptions can be made, such as assuming the PCs will press the NPC for more info. Gruff, laconic characters are a fun trope, but don't really work when we're engaged in what is essentially improv theater.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
Sorry about the short answers but I'm trying to picture a dwarf that's in the mining business would be like. He's a cleric of Moradin and they, in my mind, tend only to say what they mean in as few words as they can. I'll try to be a little more "wordy" in future posts.
This mission is really a side mission to your main objective. Same goes for Gendar's mission once you talk to him about it, as well as the Mages' mission. In all cases those missions can be accomplished during your main mission.
I'm not opposed to going "out of order" but you won't really have many clues about the side mission until you start to go through searching about for the Bloodreaves at the Chamber of Eyes. On the ohter hand, if you get the information about the side missions now, then you can recognize the items when you find them on your main mission.
The characters are interested in dealing with the slavers, but we don't have many leads for that yet. It was felt that taking a job for Deepgem would cause some leads to pop up and help us learn about the region.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
Blast. I just lost my post due to an internet burp.
My main purpose of introducing the side missions is just that. Giving you info so that as you accomplish your main mission, you can be aware of some items of interest to a couple of residents of the Hall.
Here's the barebones breakdown of the module: Chamber of Eyes (gain a level), main mission that includes Gendar's side mission (find clue to gnoll lair and probably gain a level), gnoll lair that includes Deepgem's side mission (find clue to Mages' side mission), Mages' side mission, end module. There's a couple of interludes here and there as well.
The problem with linear modules is that the players sometime feel railroaded into a certain path. Even when there's nonlinear choices, they are really pseudo-nonlinear in nature. Not that any of the paths are wrong, just that some paths are more dangerous than others.
From my understanding, 5th edition module designers are supposed to be creating dynamic, nonlinear modules rather than static, linear modules. In fact, the playtest module is very dynamic. You can choose just about any path you want. The downside is if you are not high enough level to take a certain path, you either run or die.
It does make the DM's job a little more difficult in that he now has to keep track of how the creatures elsewhere react to the actions of creatures elsewhere nearby. For example, attacking the cave with the kobolds will probably alert the goblins in the next cave over thus allowing them to set up an ambush. While the goblins set up an ambush for the PCs, the orcs in another cave system may see a weakness in the goblin's defenses and take advantage of the PC's actions against the goblins to invade their layer, which in turn... You see what I mean.
Question: Do you wish to hand-wave the info about Gendar's mission? You don't really need to know the details until after you clean out the Chamber of Eyes and RP it then as a small break. Or we could just say you've already talked to him and got the info for later use.
Question 2: Somebody wanted a magic item that I promised they could find when they clean out the Chamber of Eyes. Who was it and what was it. I can't seem to find that post.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
I'm completely fine with a linear game, but I'd prefer that it be somewhat flexible with player actions. For instance, if it's necessary for us to go to the Chamber of Eyes, there should be a number of ways we can be given incentives to go there. I felt that hooking us into Thunderspire was handled well, and you even brought in a new NPC with connections to Exile, in order to provide that hook.
I missed that Gendar had a mission for us, and so I don't see that we have any in-game incentive to talk to him, unless we find we have no leads for what to do next. If it's necessary for us to have this particular mission, then he or someone else could find us, having heard that we're investigating Bertha's disappearance, and give us an additional task since we'll be around the Chamber of Eyes anyway.
I know players are famous for ignoring hooks and doing their own thing because that's "what their character would do." I can only speak for myself, but the only reason I would not go for a hook in this game would be if I had forgotten or misunderstood the details about it. For instance, we got a hook about the Bloodreavers from a note, I think, but I can't recall the details. I expected that it would be driven home to us by NPCs telling us that someone specific had been kidnapped by them. In that event, we'd probably be here actively demanding to know what people know about them.
I'm surprised Thunderspire is as linear as this. I always assumed it was a big location to roam around in, finding quests, and levelling up enough with minor ones to take on the harder ones. Sounds like it's just one main quest, with everything leading to it.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17