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PostPosted: Thu Nov 29, 2018 6:08 pm 

Joined: Thu Nov 29, 2018 5:42 pm
Posts: 1
Location: The Court of Chaos
I'm getting ready to run the adventure Intrigue at the Court of Chaos for my group upcoming this weekend and I wanted to know from those who have run the module in past if there was any advice on running it? Part of me is excited about it, giving the players free run to back stab if they desire - which I'm sure they will! But I'm looking over it and wondering as to anything to keep in mind.

We just got through with Sailors on the Starless Sea and they all enjoyed that, the look of terror as their characters dwindled. It felt more like an adventure than past games we'd played. But regardless, they wound up on a ship, rocketing down an underground river.

I was contemplating their group finding their way to a small fishing town before going onward where they encounter the Court, but part of me also thought about them just transitioning right into the Court, as a delusion while in the darkness, spending so long in sheer darkness losing track of the days that they descend into madness.

While on the subject, has anyone worked up the Court members as patrons? I can't help but think it's going to come up.

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PostPosted: Wed Jan 09, 2019 8:28 am 
Far-Sighted Wanderer

Joined: Mon Jun 07, 2010 7:46 pm
Posts: 10
I played through this module. I absolutely hated it. It was the worst experience of our DCC campaign. One player tried his best to kill another player's character. He failed to get the kill, but managed to inflict severe, permanent damage. Another player had their character steal all of the rewards from the party. The module permanently caused a huge amount of distrust and bad blood between the players in our group. It caused so much distrust that we couldn't function as a team afterwards. It ultimately led to the group disbanding.

My advice is to be cautious. It's not a module that everyone will enjoy. If you decide to run it, make sure that all of the players know that it's a player vs. player module before you run it and give them the chance to opt out.

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PostPosted: Mon Jan 14, 2019 9:17 am 
Wild-Eyed Zealot

Joined: Sun Apr 01, 2012 9:52 am
Posts: 74
Location: Austin, TX
I played through this module (as a chaotic thief). The party actually functioned together very well until the end. I can't speak to the other players' motives, but my character sold out to Chaos without reservation. I played it cool, supporting the mission (aside from a little side-looting) and biding my time. Then it was grab the maguffin and run. A couple of party members tried to stop me, but I burned all the luck and pulled off the selfish personal victory.

It was glorious, and I don't really have regrets. I feel like I played the thief rationally and consistently. That character was lost, and eventually became a recurring NPC villain. We moved on. I'm not sure how events would have unfolded if my guy hadn't made his gambit, though. Intraparty conflict, for sure, and I think he probably would have ended up leaving.

You may not be able to predict what your players will do. DCC is a game where they can make interesting choices, and you should trust them. They might lose characters, but sometimes players lose characters. It's only a game. I thought the whole module was fun, btw, and we had a great time with all the tasks.

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