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Joined 1 year ago
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Cake day: June 19th, 2023

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  • My group is about 30-40% of the way through, so I can speak from experience about the later parts of the campaign. But so far we are enjoying it.

    It’s a combat-heavy campaign as written, so if your party wants to just roll dice and smash things, you might be fine running it completely as is.

    My group is more focused on mystery solving and roleplay; they get more of a kick out of piecing together what happened down there than powering through baddies. One of my gripes about the module is there is a huge amount of back story that’s given to the GM for each area, but few suggestions on how to get that information to the players. I’ve started to tailor some encounters to have more options to use stealth or talking to avoid encounters and/or get more information, as well as adding things like old notes and letters to find.

    The other thing I’ve found is, as written, the Vaults can feel very static. The players can clear a few rooms, leave, come back, and everything is where they left it. If you want to making it react more to a party rampaging around, it will take additional work.

    Abomination Vaults Expanded (https://www.drivethrurpg.com/product/418672/The-Abomination-Vaults-Expanded) is one resources I’ve been borrowing ideas from to adding bulk to the campaign, and might be worth looking at.



  • I don’t agree with the overall view there.

    The example the blog gives is: “I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner.” The mistake in the reasoning is assuming the GM must call for a roll.

    From my point of view, players don’t call for rolls, the GM does. Players just say what they are trying to do. While the GM can call for a roll in a situation, they don’t have to. Something might just succeed or not. What if the barkeep likes gossiping with anyone who walks in the door, no matter how persuasive the other person is?

    It’s also odd that they state in the d20 version of the example “the roleplaying doesn’t actually affect the outcome” right after suggesting the GM give a +2 modifier to the roll for the roleplaying.







  • It was merely the people who decided they wanted to choose for themselves which doors they would enter, and not be told by an admin they couldn’t enter certain doors.

    I don’t like being told which parts of the internet I’m not intelligent enough to decide for myself about how I feel.

    and if I see a community on any of them I don’t like, then it’s MY job to block it from my view, not an admins.

    I can’t see a sensible way to read your comments as anything but critical of admins who choose not to federate with all instances.

    My so-called vitriol is because I appreciate that by running an instance, admins are providing a service to me while bearing the brunt of the financial and legal responsibilities that go with that. If I don’t like how they run it, it’s incumbent on me to get out of their house and move into my own rather than complaining.


  • It’s not about you feeling like a big kid or feeling over protected. It’s not the subscriber that is left sitting with a server full of illegal material if someone subscribes to that sort of content, it’s the instance owner, and they will be the ones that end up risking prison

    If you want federation with everything, then make your own instance which hosts copies of child abuse, terrorist and hate material. But don’t criticise admins for not wanting to risk jail time so you can feel uncensored.