Dead Gods Campaign GM reviews and story changes


3.5/d20/OGL

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Hello few-and-far-between Planescape fans!

I am currently running a PS campaign (5E) that takes my players through a variety of PS adventures. The two that I'm putting the most emphasis on is The Great Modron March and Dead Gods.

My request for any GM that has run these adventures....please tell me how that experience was for you--reviewing them as much as possible. Also, did you add anything/drop anything pertaining to the story? If you were a player, please let me know your experiences as well!

Curious how many people out there actually have experienced these wonderful adventures.


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They really are wonderful. Having played part of tGMM, there is one thing you need to determine beforehand. As written, the size of the modron march really is not as big as described. Either boost their numbers, which is not likely to cause troubles for you, or change the descriptions. Also, when you get to the visages in DG, be careful with their powers. It is exactly the kind of thing players hate. Find a way to define those powers better, would be my suggestion.

Oh, and one more thing to look out for: Sadly, a majority of the PS adventures run off the "three dreams" concept, including the Into the Light subadventure. It... Can get a bit old, despite the Rule of Three.

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