
Originally Posted by
Certon
I suggest, probably with varying levels of work depending on the adventure, for many of the quests to have alternate beginnings/endings.
Just as an example, Running with the Devils has the Eladrin fall victim to some sort of illusion or mind control and attack the party. I'd suggest an alternate path, where if a Paladin is in the party or illusionist, they can circumvent the deception and instead fight alongside the Eladrin against hordes of devils in a more difficult quest for more experience and perhaps different treasure, and maybe even a fail condition where the devils successfully break out the prisoner Tolarn Rhawn if you take too long or enough Eladrin are killed.
Tons of older quests could benefit from this mechanic, with the bonus effect of reviving interest in the content.
Just a thought...