Considering Running VEoR as a Mystery: Thoughts?
Hello all! I'm planning to run VEoR for the first time for my group and am wondering if I should run it as a mystery. Is this a good idea? Has anyone tried this? If not, how would you do it? (I obviously won't give them the actual name of the module, lol.)
Here are my thoughts: instead of being immediately linked to Vecna and learning about his plan, the players and the Wizards Three are made aware of something tearing apart the fabric of the multiverse, but aren't sure what. The campaign would be them following up on villainous leads (Lolth, Strahd, Takhisis, Acererak, Tiamat, etc.) while also searching for the rod pieces at Mordenkainen/Kas' suggestion, to "help maintain the balance of the multiverse."
The existing secrets in the module (which are very weak IMO) would be replaced with secrets about the villains, giving esoteric lore and possible motives for why they would want to rewrite reality. Maybe secrets about the Wizards Three as well, throwing suspicion on them and giving them MO's. Secrets about Vecna would surface in settings tied to him, like Greyhawk or Ravenloft. This way they won't cause undue suspicion, but still give the players a chance to learn more and potentially solve the mystery early.
I've also seen several suggestions in the sub to play up the "reality is gradually breaking apart" angle, with multiversal glitches becoming more prevalent and severe as time goes on. I think this would be great for establishing stakes and a ticking clock--it could also take the place of an active Vecna in the campaign so the players still have something to react to.
All that said, I'm not sure about this mystery idea yet. Could be interesting and give my players something to conspire about, but not having a clear and present BBEG could weaken the central conflict. What do you think?