Tuesday, July 24, 2012

The Aldelle Group: Campaign Conclusion

The Aldelle Group Campaign concluded with an execution.

The final session (Session 82) was on Sunday, July 22.  It started with a fight already in progress against powerful otherworldly foes.  In the middle we banished a containment field keeping in something gargantuan and tentacle covered in a Chthulian manner to a demiplane specifically created (by Harkaitz) to hold it and keep out cultists forever.  Then we got down to some serious revenge for the destruction of our colony and the threat of death hanging over our friends and associates.

Angry 16th- to 18th-level Pathfinder characters can really put a hurt on a bad guy when they are not distracted by saving the world.  And Ra supports the meting out of righteous justice.

So we are starting the discussions as to what game we are playing next, both system and world.  I'm interested in a game set in the Warhammer world but using Pathfinder, but we are also talking about a short Mouseguard game to try the system out.

Once I finish the first draft of my novel, I'll resume writing the Aldelle Group adventure summaries, at least through the end of the war against the lich.  The material after that was a good experiment, but not so good for interesting reading.  We learned why a fresh sandbox setting isn't quite so challenging to characters with tons of money and magic to throw around.  Plus the need to challenge PCs with things that cannot be solved by killing or a handy spell (at least not without good ethical challenges).

Also, cohorts and minions, while VERY handy when you only have 3 or 4 players, quickly get out of hand when you have 6 or 7 players.  Especially if you flirt with letting cohorts have cohorts of their own.

Although, now that I think about it, it is still do-able and can add some interesting roleplay, but the DM has to do more work with soft challenges or setting multiple goals that have to be solved somewhat simultaneously.  Split the party up and the problem becomes more manageable and adds different tactical twists.  Plus, if you have time to run side adventures through blue-booking or short get-togethers outside of the regular play session, you can do a lot more personalized adventures.  Just make sure everyone gets equal time so no one runs away on the XP chart.  I've seen that and it's not fun to be on the short XP end.


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