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Howling Void AL module (spoilers)
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<blockquote data-quote="Alphastream" data-source="post: 6710689" data-attributes="member: 11365"><p>Hi Daern!</p><p></p><p>I'm the author for the adventure and very glad that you enjoyed it! Thanks! I ran the classic Temple of Elemental Evil several times and I always felt the elemental nodes were a bit too much like "regular caves with temperature control and themed monsters". Even the 5E adventure, Princes of the Apocalypse can be a bit like that. I wanted this to feel really drenched in the element of air and to be a very fantastic place - completely different from what you encounter in a typical Expeditions adventure! I also wanted to have the chaotic principles of the element of air be the underpinning for the adventure. Many of the aspects of the adventure, including that you can't complete all of the adventure's encounters, reflect that chaotic basis. </p><p></p><p>I also thought chaos worked well with what I had read one of the admins say - that they wanted more of a sandbox feel for upcoming adventures. I took that as inspiration to have the encounters be a bit more open-ended, where how they play out will be based on the DM's interpretation. This is something that was once anthetical to my way of thinking. Most of my life as a DM I wanted very clear indications on how the adventure should play out. As I've aged I've enjoyed giving DMs more space. Here I wanted to get closer to giving you the ingredients and having you, the DM, run with them, though adjusting for the necessities of organized play (where we have to support new DMs and situations where a DM isn't fully prepared). At the very least, I think many of the encounters are evocative enough and have enough moving parts that a DM will make judgment calls while feeling supported by the adventure. </p><p></p><p>In this particular situation, Merric is on the money. I would hope that the DM would play up what is taking place, such that players find ways to stop that from happening. There are some spelled out options, but some tables have come up with creative solutions as well. If players happen to know everything - that's awesome and they win because they rock! In my experience players actually eat up some time (while having fun) trying to remember these bits of lore before making a guess. How long it takes in play is really up to you. I would say guesses don't take time, but finding the answers they don't know takes time.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 6710689, member: 11365"] Hi Daern! I'm the author for the adventure and very glad that you enjoyed it! Thanks! I ran the classic Temple of Elemental Evil several times and I always felt the elemental nodes were a bit too much like "regular caves with temperature control and themed monsters". Even the 5E adventure, Princes of the Apocalypse can be a bit like that. I wanted this to feel really drenched in the element of air and to be a very fantastic place - completely different from what you encounter in a typical Expeditions adventure! I also wanted to have the chaotic principles of the element of air be the underpinning for the adventure. Many of the aspects of the adventure, including that you can't complete all of the adventure's encounters, reflect that chaotic basis. I also thought chaos worked well with what I had read one of the admins say - that they wanted more of a sandbox feel for upcoming adventures. I took that as inspiration to have the encounters be a bit more open-ended, where how they play out will be based on the DM's interpretation. This is something that was once anthetical to my way of thinking. Most of my life as a DM I wanted very clear indications on how the adventure should play out. As I've aged I've enjoyed giving DMs more space. Here I wanted to get closer to giving you the ingredients and having you, the DM, run with them, though adjusting for the necessities of organized play (where we have to support new DMs and situations where a DM isn't fully prepared). At the very least, I think many of the encounters are evocative enough and have enough moving parts that a DM will make judgment calls while feeling supported by the adventure. In this particular situation, Merric is on the money. I would hope that the DM would play up what is taking place, such that players find ways to stop that from happening. There are some spelled out options, but some tables have come up with creative solutions as well. If players happen to know everything - that's awesome and they win because they rock! In my experience players actually eat up some time (while having fun) trying to remember these bits of lore before making a guess. How long it takes in play is really up to you. I would say guesses don't take time, but finding the answers they don't know takes time. [/QUOTE]
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