Malrex
So ... slow work day? Every day?
I used to be intimidated by doing city adventures but after doing a few, I found I really enjoy putting them together. I'm hoping that's the case with different dimensions and planar adventures because they intimidate me too....so that's one reason why I want to tackle one--to go outside my comfort zone. In about 3 months, I plan to work on a project for my Patreon and may publish it to Drivethrurpg. It's a part 2 to Tar Pits of the Bone Toilers, and its where the party may decide to go through the Maw of Ghormaug which is a portal that leads to a different dimension called the The Marrow Ravine. I hesitated to post this since it feels weird to discuss something I may publish and don't want it to sound like I'm fishing for ideas. I got about 90% of it thought out in my head already. So rather, I'm merely fishing for opinions and discussion from those interested. And its the 'project workshop' so..why not?
One complaint that I have seen on Bryce's reviews and something that I agree with, is high level adventures taking away certain spells or having them not work. I am entertaining the idea of doing the opposite--making spells more powerful, because I think it could lead to other consequences. Doubling the area of effect of fireballs, fly being so effective it won't allow you to touch the ground, casting knock on the door and other random things pop open--belt buckles, potion bottles, etc. Same with clerics, as this dimension may be closer to the heavens...which may increase their spell power from their deity. I'm still mulling things over about it and wondering if its worth it because organizing the 'new' rules could really boost the clutter, not to mention the hell that may be razed against the players and against the monsters. Might be totally off balance and out of whack...but that might be ok for a one shot?? The idea is for spellcasters to really think about their spell choices and tactics. What other problems might you find for that?
With a different dimension, I'm also trying to think about the environment. I think the air is going to be different, and characters may need to make a saving throw every hour or take a little damage. I'm going after the 'place is dangerous' vibe, while trying to avoid the annoyance of it...but also going after tension. "I'm wounded bad...and without healing...in one hour its possible this gas might finally kill me." I'm still debating about it and may restrict this to a few areas with more checks (1/turn) instead of everywhere but not sure. Would you find the continual damage more of an annoyance or would it serve as a tension device?
Finally...with wilderness and city adventures---its hard for me to find the perimeter of the adventure. Where do you stop? I want to add a dimensional threat...as all the factions are trying to leave the dimension. So a wall or barrier that slowly is moving in, destroying the dimension is one idea...but I feel like that's been done before somewhere? Another thought is to just focus on the Ravine....and perhaps the DM can expand the dimension if they want and maybe I could throw in some ideas. Which path seems more enticing?
One complaint that I have seen on Bryce's reviews and something that I agree with, is high level adventures taking away certain spells or having them not work. I am entertaining the idea of doing the opposite--making spells more powerful, because I think it could lead to other consequences. Doubling the area of effect of fireballs, fly being so effective it won't allow you to touch the ground, casting knock on the door and other random things pop open--belt buckles, potion bottles, etc. Same with clerics, as this dimension may be closer to the heavens...which may increase their spell power from their deity. I'm still mulling things over about it and wondering if its worth it because organizing the 'new' rules could really boost the clutter, not to mention the hell that may be razed against the players and against the monsters. Might be totally off balance and out of whack...but that might be ok for a one shot?? The idea is for spellcasters to really think about their spell choices and tactics. What other problems might you find for that?
With a different dimension, I'm also trying to think about the environment. I think the air is going to be different, and characters may need to make a saving throw every hour or take a little damage. I'm going after the 'place is dangerous' vibe, while trying to avoid the annoyance of it...but also going after tension. "I'm wounded bad...and without healing...in one hour its possible this gas might finally kill me." I'm still debating about it and may restrict this to a few areas with more checks (1/turn) instead of everywhere but not sure. Would you find the continual damage more of an annoyance or would it serve as a tension device?
Finally...with wilderness and city adventures---its hard for me to find the perimeter of the adventure. Where do you stop? I want to add a dimensional threat...as all the factions are trying to leave the dimension. So a wall or barrier that slowly is moving in, destroying the dimension is one idea...but I feel like that's been done before somewhere? Another thought is to just focus on the Ravine....and perhaps the DM can expand the dimension if they want and maybe I could throw in some ideas. Which path seems more enticing?