Starting the ToFW campaign at our next session. I understand that the early encounters are intentionally deadly so that the characters die and get exposed to the campaign mechanic of being reincarnated as their alternative versions of themselves. Does this difficulty continue through the whole campaign?
Also, any advice on how to handle players who want to “switch” characters in between gaming sessions? Although I think it’s fine to have a character do something fun and dramatic and deadly (like leaping into a giant machine, sacrificing themselves to sabotage the contraption…) I don’t love the idea of characters killing themselves in between sessions just to play another version of themselves.
Having already ahead, yes, the adventure continues to be pretty deadly up to a certain point, mostly to allow players to take advantage of their reincarnation powers.
As for changing between sessions, I think the "died off-screen" plan kind of runs contrary to the game's plan. If you have players who want to go through with this strategy, maybe offer the option for them to get killed off in-game. Maybe a large demon or other outer-planar monster is walking down the street and the player can go harass them for a quick death. Make players doing this draw attention and maybe encounter those who wish to capture them for story reasons.
Either way, there are lots of ways to die in this game. It shouldn't be a big issue for an inventive player to find one if needed.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Given that they are supposed to lose a few characters in the process I don't think it's a big deal if the switch is driven by it being more fun for the player.
These are some good ideas, thank you. I like the suggestion to have the players provoke their own death if that's what they want, but tie it into the larger story.
Also, I'm glad to hear that the adventure remains challenging. Now that you've run it a bit, do you have any tips or suggestions based on your playthrough so far? Anything that would be useful for me, a DM, to know that maybe isn't presented in the printed book?
We're not very far into the adventure yet playing. As I said, I have read ahead and am prepping for various things with my party in mind, but yeah, things have been going rather well so far.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
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Starting the ToFW campaign at our next session. I understand that the early encounters are intentionally deadly so that the characters die and get exposed to the campaign mechanic of being reincarnated as their alternative versions of themselves. Does this difficulty continue through the whole campaign?
Also, any advice on how to handle players who want to “switch” characters in between gaming sessions? Although I think it’s fine to have a character do something fun and dramatic and deadly (like leaping into a giant machine, sacrificing themselves to sabotage the contraption…) I don’t love the idea of characters killing themselves in between sessions just to play another version of themselves.
Having already ahead, yes, the adventure continues to be pretty deadly up to a certain point, mostly to allow players to take advantage of their reincarnation powers.
As for changing between sessions, I think the "died off-screen" plan kind of runs contrary to the game's plan. If you have players who want to go through with this strategy, maybe offer the option for them to get killed off in-game. Maybe a large demon or other outer-planar monster is walking down the street and the player can go harass them for a quick death. Make players doing this draw attention and maybe encounter those who wish to capture them for story reasons.
Either way, there are lots of ways to die in this game. It shouldn't be a big issue for an inventive player to find one if needed.
Given that they are supposed to lose a few characters in the process I don't think it's a big deal if the switch is driven by it being more fun for the player.
These are some good ideas, thank you. I like the suggestion to have the players provoke their own death if that's what they want, but tie it into the larger story.
Also, I'm glad to hear that the adventure remains challenging. Now that you've run it a bit, do you have any tips or suggestions based on your playthrough so far? Anything that would be useful for me, a DM, to know that maybe isn't presented in the printed book?
We're not very far into the adventure yet playing. As I said, I have read ahead and am prepping for various things with my party in mind, but yeah, things have been going rather well so far.