Camel

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Thanks for the response!

You and I are in agreement with regard to your first point. Maybe I tend to over rationalize things, but I like to be able to tell players why people think the way they do. I feel like it fleshes out the world. I do agree people are rarely rational about the subject in the real world...

Your second and third points are excellent as well.


I have tabled the 'rebellion manager' idea until speaking with the group tomorrow. I thought I would just ask the group how much they want to be involved in day to day rebellion details.

I do have another question...

I am into the second book and find myself wondering why teiflings are reviled in a world where devils are revered. I am considering switching teifling references to halflings. Halfings are already associated with slavery within the Chelaxian society. They seem to be gypsy-like in that they don't have a central power structure and individually they are physically unimposing.

I even think teiflings should be a bit higher in stature, at least with regard to the Asmodeon church. I know Devils hate some other beings from the lower planes (like Demons). I just think the visual nature of a teifling heritage could be a twisted into a political/social boon.


Ok! I have the books and have been reading. I have also been into the forum here. A couple things...

roguerouge- The post on Magic Mouth/False Flags under the sticky for Hells Bright Shadow was gold. I wish we had a sticky for campaign suggestions like that. Having to sift through a zillion posts looking for these things is tough.

As an idea to make things a bit more swashbucklery- I may end up wanting to run the rebellion as more of a side venture where the characters are the 'Batman' figure. So... The rebellion would on occasion call upon the characters for direct support but not even they know the secret identities. I am not sure this is a great idea.

Spoiler:
For instance, if the characters aren't spending a large amount of time in the Wasp Nest they will not have a good chance to spot the Imp hiding within the headquarters


Thanks for the heads up.

I went ahead and ordered 1-4 and found the map folio at a used bookstore. I and going to try and tweak things a bit into a more swashbucklery game. Can't wait...


I have broached the subject of an all Vigilante rebellion game and the players are in. I watched 3 Zorro movies in a row and was considering Chelliax for a setting when I then stumbled across Hell's Rebels.

I think if I used the adventure path it would probably need quite a bit of adjustments so I hesitated to out right make the purchase. But the reviews I read seemed quite complimentary.

So my question-
How much of the structure of the path could I keep if the characters were all part of one of the noble houses? Would it make sense for the party to consist of all Vigilantes? I have 3-4 players and I think I can get enough character variation through the archetypes to keep things interesting. Any general advice for such an endeavor?