I find B2 to be superior to B1 because I encountered it first. That's it. It is the "Why do you think chocolate is better than strawberry?" argument. It has no answer and no end. So, here is where I drop it. If you like B1 better, that is your option. I won't even call it a choice or an opinion; you are just as right as I am.
The great thing about these two modules is the license granted to DMs to change stuff up, to merge it with their world.
In Sessions 2 and 3, I do just that. I gave the A-Team a ruin to operate out of. This drawing looks like an island. It is not what I was going for.
I didn't have a good idea of what I wanted, and the sketch above is what I came up with. As the session progressed, I reworked it into this:
It is ragged and rough. It leaves plenty of details for players to fill in, which fits with this module.
I think DMs should always work out little maps for the party to use to make tactical choices. I don't think these maps should take much time or skill, and should rarely contain surprises. On the left side of these ruins, I imagined some sort of root cellar. I didn't add it. To the south is a collapsed cistern, also not drawn.
Back to the actual sessions. In giving the party a ruin to sleep in, I provided them with cover, a +2 bump to armor class. It's not as good as actually wearing armor, but it does afford tactical advantages. And believably allows characters to shuck their armor to sleep.
In Session 3, I allude to the fact that the A and B Teams operate completely differently. The A Team is a tactical unit, while Rety's Team is more strategic in thinking. Morale is more important to the Rety's team than fighting power. Lefty and Punch do some very dangerous things and are rewarded with discovery and praise, as does the rest of the party. Rety is the one holding this team together as a leader.
The A Team is almost leaderless. They have a job, they do a job.
I would like to take a moment to discuss a topic of great interest to me: Alignment. I like it, but it doesn't work without motivation. I think that murder-hobos happen because the player is acting with no real motivation. A lich in an impregnable fortress doesn't really have an alignment because nothing flows in or out. All NPCs and characters should have some motivation AND agency that interacts with their alignment. This makes interesting characters.
Rety is chaotic to be sure. It's built into her nature. Rety robs from the party. She is a thief. However, she is not particularly evil. In AD&D, she would be Chaotic Good or Chaotic Neutral. Her motivation for stealing from the party was a series of slights, almost universal slights against all of the NPCs. She lashed out, and now she is probably done. Or not. We'll see.
My choice to make Lefty and Punch Knights is based on this concept. Lefty, the former mercenary, experienced a near-death experience at the hands of the hermit. How does a mercenary become an honorable Knight? Especially when Lefty and Punch have no leige to follow?
Well, that is where Rety's vs. the A Team's actions come into play. The A Team healed Lefty, but then forced him to stay in his would-be killer's home. That is a harsh cut. They expected the NPCs to do stuff after dealing with a near-death death. Once Rety's morale failed, so did his. Having no one to follow, Lefty followed Rety and dragged Punch with him. While Lefty was probably good and Punch was neutral, they both follow Rety.There is no description of liege in the OSE rules because they are so setting light. Even if there was, I would have let Lefty become a liege-less Knight anyway. A mercenary is not so different than a Knight, just the currency is different. Honor vs. coin. His Knighthood comes from an internal compass; he doesn't need a liege. Punch being neutral is simply hanging on to Lefty's compass as a good friend.
I hope by now I have highlighted how players of differing styles can advance through the Caves of Chaos and how B2 can be an evolving moment in your gameplay.
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