Faction War suggestions

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KnightOfDecay
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Faction War suggestions

Hey folks,

in the twelfth year of our campaign we are finally only one day ahead of the start of the Faction War timeline as presented in the module.

I wondered if any of you has encountered specific problems or plot holes while running the adventures. Any advice would be welcome.

We've been playing for over a year to build up the tension in the 20 days before the start of the timeline, thus the stage for the conflict should be set fairly well (the PCs are a Cipher sponsored diplomatic task force, with members from several factions).
The main difference to the official storyline ist, that the Expansionists have returned to the Cage, but this won't influence the flow of the adventure on a great scale.

I've already considered the comments made in the old 'Doomguard Netbook' - which basically deal with the fact, that the Battle of the Armory could/should not have taken place the way described in the adventure.

Palomides
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But then what?

I've never played through this module since I didn't want to upend the Planescape status quo; but I can only recall two things that concerned me when I read through the module years ago:

1) Have you planned on what the post-War effects will be? Will you be depowering the factions as per the "official" post-War explanation? Will you act as though there will be little lasting change due to the conflict? Do you have plans for another group or ethos to rise in power?
This isn't absolutely critical to know ahead of time; but they are questions that need to be answered.

2) The climax of the adventure involves a single magic word that the PCs must focus upon. The adventure postulated that the PCs would probably pick something that would bring peace.
I thought this was a weak way to end the build-up. Admittedly, it's tough to work out something that feels epic and yet still let's the PC be the agents of the change (I can think of a few adventures where the gods or -uggh- Elminster would take over at this point and the PCs would just be spectators in their own adventure)
Secondly if you keep the ending as is, you should be prepared for the PCs to take things in their own direction. The greedy will probably focus on "wealth" or "power". Those really into their faction might pick something like "liberty", etc. Try to plan a few possibilities and still be ready to think on your feet when you get to this point.

Palomides
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One More Thing

I've been leafing through the module to refresh my memory and I thought of one other suggestion:
The modules a LOT characters pursuing a lot of different hidden agendas. What I would recommend is that you create a card for each major NPC. I would suggest an index card with a picture of the individual taped to one side. Giving the players visual clues regarding with whom they are interacting or about whom they are hearing rumors will make it less confusing in telling the story.
If you feel like it, you might add a few known facts (e.g. Darkwood is a factol) on the back of the card. Then let the PCs write down anything they hear about that person that they think is important (although never confirm anything as more than hearsay, let them draw their own conclusions)

KnightOfDecay
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Thanks for your response,

Thanks for your response, Palomides.

1) Yes, the plan ist to follow the Lady’s edict as written in the module and to use the Planewalker post-Faction War setting afterwards.
On the long run I want the factions to return - the concept for that is still pretty rough, though.

2) That’s a good point - the magic word is pretty critical. The party is struggling to stay neutral and objective but these convictions are already fraying at the edges.
I can only hope, that the PCs will remember, that they are actually diplomats ;)
I’ll have to reread that episode, maybe there’s another way to act this out.

3) The index cards are a great idea, should have introduced this at the beginning of the whole campaign, but as we’ve been playing for over a year now,to build up the tensions between the factions (which has deliberately been rather confusing as well), I fear it’s to late for that. The players are taking extensive notes, though and I work a lot with 'press releases' they can use as reminders.