Zonto
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My players are currently partway through Chapter 10 of SCAP, and I'm reading ahead to Chapters 11 and 12, and thinking... they don't seem very fun. Ch. 10 seems like the big climax, and the last two just seem sort of tacked on.
I thought about just ending the campaign after Chapter 10, but then I thought about rewriting the last two modules into something more interesting. I just have a few thoughts so far:
- I think I'll still open with the reborn Vhalantru attacking the party. He'll also taunt them about how they haven't won, and Adimarchus still lives, etc.
- I will probably merge Shatterhorn and Skullrot into a larger complex on Carceri that will house Adimarchus, as well as the remaining Cagewrights.
- I think I'll keep the exploration portion of Chapter 12 (searching for Skullrot) in.
Any thoughts, comments, or anything interesting you SCAP GMs can think of that could make this more fun/memorable?
PulpCruciFiction
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I ran them basically as written, but it annoyed me that the climax of the campaign is basically
It seems kind of cheap. Instead,
Then I converted the map of Skullrot into a tower that Adimarchus created for himself on Occipitus. I added in an army of demons that Adimarchus was putting together, so the characters got together a B-squad made up of some of their tougher surviving allies who put together a diversion so that they could enter the tower to take on Adimarchus.
| Findas |
There was a lot of discussion about this topic in the past on these boards. Take a look at this thread for a very good discussion. Also check out this Alternate Villians thread at RPGenius. You may also want to have a read of this thread for some further ideas.