Dead Gods campaign, how was it for you? (minor spoilers)

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Krypter's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

Well, my players and I are about halfway-two thirds through the Dead Gods campaign From the Darkness. Now we have had some great fun, in large part because I modified the heck out of the original campaign, but I've noticed that although the campaign is very exciting and original, the flow of the story is difficult at best.

The problem is this: the whole campaign is so shrouded in mystery that my players still have barely a clue as to what they're doing, why they're doing it, and why they should even bother. Mystery is fun, but in Dead Gods it seems they're expected to save the universe and do all kinds of crazy stuff without actually knowing why and without any guidance or rewards. Now this might work if the players were a bunch of paladins, but this is planescape, so half of them are knight-o-the-post and the other half are weirdos from weird planes, and it's a mighty task for me to even keep them going in the right direction.

So I decided to read them the Interludes, so that they at least have some inkling of the mighty war between Powers that is consuming the multiverse. But even so, the most common question they have is: "Why are a bunch of nobody berks expected to take on this tenebrous guy? Why don't the proxies and powers handle this mess? What's in it for us?"

So....does anyone have any practical suggestions from running this campaign to help motivate the players in the right direction?

And do you have any advice or mistakes to avoid in the second half (after the Vault of the Drow)?

Thanks.

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Dead Gods campaign, how was it for you? (minor spoilers)

Well one of the things that my current GM did was instead of motivating us in terms of "save the multiverse" he motivated us in terms of "I *HATE* this guy"...

In otherwords - half the time when asked 'why are you here?' our party answer is 'Because we don't like *him* (pointing to the big bad that's been messing with us the whole campaign) and we want to mess up his chance to get his goodies'

I'm not familar with the campaign - but when 'good' motivations aren't working out, don't forget you can always use the personal ones...

Shemeska the Marauder's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

Indeed, and while to an extent the need for other motivations than 'doing good' is needed in my own campaign since only 2 PCs are good aligned, it would work well in your case as well to involve them on a more personal level than try to motivate them by altruism.

For instance, have one of them be a cleric of, or worshipper of Kiaranselee. She's horrified of Tenebrous, especially if he regaind his true deific might as Orcus. The Baatezu certainly don't want Orcus back either since it would give the Tanar'ri more power in the Blood War. Additionally, a character might have a link to the demiplane of Moil (as I recall thats the name), the prime material city sucked into a demiplane and the inhabitants killed and made into undead by Orcus. Revenge for others deaths is a strong motivator.

bonemage's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

Haven't had a chance to run this campaign yet myself but I was wondering did you guys connect it to the Great Modron March at all or just run Dead Gods by itself?

Krypter's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

The suggestion of making the players hate the bad guy is a great one. I'll try that out. It seems the players are already motivated against some of the lower-level minions, now I just have to redirect their fury in the appropriate direction.

I'm just running Dead Gods. I don't have the Great Modron March, and I don't particularly like the critters, so there's no connection in my campaign.

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Webmonkey
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Dead Gods campaign, how was it for you? (minor spoilers)

The only thing to watch out for - having seen this in Shemmie's campaign recently - is to be sure to give the players a feeling of hope/effectiveness. Having the bad guys be truly *bad* is good - but you'll need to keep close tabs on both the IC and OOC mentality of your players to keep them wanting to try to take them out. You should do well. Smiling

Shemeska the Marauder's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

Yep, give them some sort of carrot at the end of the stick and let them taste it every so often to let them feel like their goals aren't totally out of reach. Give them a feeling of making a difference, however small.

JasperDM's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

And remember the biggest flaw of stereotypical evil:

When feeling even slightly threatened, BBEG's overreact and kill insignificant characters' whole Friends and Family Plan, thereby turning a schmuck into a highly-motivated adventuring machine. All you need is an augury and a touch of extremism.

Scenario.

Orcus: "Will these insignificant peons affect my plan if not stopped?"
Augury: "Maybe."
Orcus: "Eliminate their entire lives. That'll teach them not to get involved."

-SPLAT-

Hero: "Orcus killed my whole Friends and Family Calling Circle, I have no one to talk to, and this strange hate on. Where's my sword?"
Hero #2:"He killed my whole internet forum! I'll help!"

Heheheheh.

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Dead Gods campaign, how was it for you? (minor spoilers)

"Shemeska the Marauder" wrote:
Yep, give them some sort of carrot at the end of the stick and let them taste it every so often to let them feel like their goals aren't totally out of reach. Give them a feeling of making a difference, however small.

And players. Never forget.
Threatening the manhood of your GM with sharp pointy objects will usually get you the bad guy on a platter. Eye-wink

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Dead Gods campaign, how was it for you? (minor spoilers)

"JasperDM" wrote:
Orcus: "Will these insignificant peons affect my plan if not stopped?" Augury: "Maybe." Orcus: "Eliminate their entire lives. That'll teach them not to get involved."

How I love divinations...

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Dead Gods campaign, how was it for you? (minor spoilers)

Remember, you want to vary your methods of motivation. I find, and I'm sure others will agree, that Planescape is one of the most difficult settings to DM for. I always create my own campaigns (can't afford the "official" ones :oops: ). A method that I used effectively in one of mine was to involve the clans.

Example: none of them were a part of the Hardheads, so I put them on the "bad list" of the Harmonium. Not only did they have to chase after the bad guys, they also had to run from something chasing them from behind.

Obviously, this isn't the easiest method, but what is? A giant, sparkling pot of gold at the end that tends to destroy the credibility of campaigns. I hope, however, that my method helps.

Dansan's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

My own experiences with Dead Gods was kind of messy. For one, my PCs were of a slightly higher level, so the beginning of the campaign was too easy for them. So I had to alter that a bit.

Now, the problems began after chapter III, when they were hurled towards Bottom of the Universe (actually had to help them get there too), as they had no idea whatsoever as to what they were doing there. And the hints given there did help much either. I did not want to spoil too much of the story already, so instead of giving the interludes, I had the vampire drow say a few things about his terrible master before he committed suicide (which was also a hard thing to do, as the Paladin of the party actually tried to rescue him and succeeded quite well with his rope of entanglement :roll: ; one piece of advice: don't give anyone a rope of entanglement).

The real problem was with the Vault of the Drow. There was no way my mostly Lawful Good party was going to cooperate with drow (and it is hard to see why the drow would do so either), so I had to rewrite this entire chapter to make it more realistic.

After that, I kept on having to rewrite parts of the story as PCs were doing things that weren't covered in the story, including some really clever thinking. It's just my PCs to be totally screwy at one moment, and totally brilliant the next.

The final flaw lay with the Visages themselves, as they had powers that were actually too powerful. If I had used them to the fullest, the PCs would never have been able to best them, even though they were of higher level than recommended.

To be honest, it was the last premade campaign I'll ever play. It had really good ideas in it, and a good story, but there was just too much altering to be done in the end. So now I write all my own stories (and do so one or two sessions at a time).

One thing though: it has been four years since we played this and in that time, nobody forgot the words "Badir". As bad as "Out of the Darkness went", so well did "Into the Light" perform.

Krypter's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

Yeah, I too had to rewrite so much of Dead Gods that I might as well have written my own campaign. But I did run a whole slew of side adventures (when we had too few players to continue the campaign) and those were very well received.

Sometimes all you need is a good adventure seed and you can create entire worlds from that on your own.

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Dead Gods campaign, how was it for you? (minor spoilers)

Yeah, I had some real problems with Dead Gods as well. I mean, it had its moments, but it was really hard to get the PCs to actually work out where they were meant to go next...

I ran From the Darkness simultaneously with Into the Light, too, which confused them even more - the plot lines don't connect, but in the early stages it seems like they might.

But, when we hit the checking out Pelion bit the PCs finally twigged on - and decided to 'get their hate on' and go after whoever this evil guy is. Yes, they basically decided to go after Tenebrous because he had killed one of the two proxies protecting the Last Word, and their past characters (for the flashback) really liked those two.

I have no idea why.

But, I did add a fair bit to the campaign as well, just to keep things interesting - notable adversaries like the Shadowknave and Green Marvent from that 1st-level Dustie adventure, as well as a few characters from my own interludes including a disgraced Knight of the Rose from Krynn and a halfling from Dark Sun.

It worked out OK in the end, I guess, but it is a lot of effort to run the thing, and I can see how most of the time it would be a miss rather than a hit. It did have some great highlights though (trying to communicate with the Xag-yi in Tcian Sumere, for one), so I figure it was worth it.

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Dead Gods campaign, how was it for you? (minor spoilers)

I must admit in the one (very long) planescape campaign that I've played in, motivating the PCs to do epic deeds was a big problem for the GM. We were basically supposed to save the universe, but very few of us were self-sacrificing enough to want to repeatedly raid hell (and in fact one of our party was a Doomguard who wanted the universe to end.) An argument not made more persuasive by the fact that our entire group had seen its numbers whittled by the most appalling encounters with planar monstrosities. In the end our few remaining PCs just decided to ignore the ongoing end of the universe and hide in the hope that someone else would sort it out.

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Dead Gods campaign, how was it for you? (minor spoilers)

I'm gonna transfer my FR campaign into Planescape, and intend to play The Modron March followed by Dead Gods.

Well, I usually think that, since the characters are quite different, their goals and motivations can be quite different. So, there are at two guys in the group who will, as soon as they hear about it, want The Wand of Orcus for themselves. Others will want to help 'cause that's what they do. And the neutral ones can be pursued by the Harmonium or others 'cause they made some mess...

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I rolled 1d20+0, the result is 20.
princessbunny99's picture
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Dead Gods campaign, how was it for you? (minor spoilers)

I'm planning on running Doors to the UNknown, Modron March and then DG....we'll see how it works out O.o

My group has a pretty good way of coming up with really unique characters (Instead of groups where Jill always plays an elf who protects the forest or Bob always plays the fighter)

For example, Ryan has played (since I started coming to the group) a halfling Arcane trickster, an elderly female elf paladin who rides a unicorn, a crazed rogue fighter dwarf, a half orc female monk named crumpled lotus and a half ord one-legged garbage man who's hellbent on recycling (Never mix the combustables with the biodegradables!)

I'm really excited about what they come up with Laughing out loud :D

-pb-

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Dead Gods campaign, how was it for you? (minor spoilers)

'Clueless' wrote:
"Shemeska the Marauder" wrote:
Yep, give them some sort of carrot at the end of the stick and let them taste it every so often to let them feel like their goals aren't totally out of reach. Give them a feeling of making a difference, however small.

And players. Never forget.
Threatening the manhood of your GM with sharp pointy objects will usually get you the bad guy on a platter. Eye-wink

Aren't you sleeping with him? Why threaten him with pointy object when you could just freeze him out of bed? Eye-wink

Of course, Shemmy's comment could be taken an entirely different way. "Nibbling on the carrot" indeed...

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Dead Gods campaign, how was it for you? (minor spoilers)

I wasn't at the time of the original comment... As for now - we're dating, yes. Anything beyond that is for your own speculation.

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Dead Gods campaign, how was it for you? (minor spoilers)

I think that using the "powerplay" factor is also a pretty good one to lure the players in to a campaign. In the case of DG, it may be enough to just give the players a promise of power; all they got to do is to follow that trail. If they are evil they can't resist the temptation. It will be impossible to pass an opportunity to learn of the Last Word!
(Killing all close relatives will work just as nicely with good and neutral chars, of course Laughing out loud )

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Dead Gods campaign, how was it for you? (minor spoilers)

In my campaign my power-hungry PCs also tried to harness the power of the Last Word. I gave it to them, but the force of it was so strong that they had to magically split it up between themselves, and even in fragments the power rapidly ate them up as they neared the end of the adventure. Unlimited magical power is indeed a good motivator for PCs who aren't LG.

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