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Howling Void AL module (spoilers)
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<blockquote data-quote="Alphastream" data-source="post: 6831426" data-attributes="member: 11365"><p>No worries, and thanks! I try to approach every project on its own, with a goal or two based on what I want to try or what I think the admins want (or both). The admins wanted sandbox-style play, where there were many choices with different outcomes. The air node is all about chaos, so I wanted to create something that had the feeling of motion, of chaos, and of many different opportunities - something larger than the PCs themselves. But, I knew I was giving DMs a lot to deal with. You have to prep almost twice the number of encounters you will run. While the page count is reasonable, the adventure requires a high amount of thought for a DM to be really prepared and make each scene memorable. </p><p></p><p>Sometimes I try to design something I think will consistently provide tables with a "solid" to "great" experience. Candlekeep was like that. Other times I try to do something really crazy, like this, but I know it will really fall flat at some tables and be really great at others. (For some tables, Howling Void will provide a level of experience that the safer Candlekeep could never provide.) I learn a lot from these crazier attempts (and I think DMs do too), but I am always very sorry for the tables where it doesn't go right. It pains me as I write, even, because I can feel that difference. Hopefully, I'll get better at reducing that pain % while still innovating. Thanks for bearing with me!</p></blockquote><p></p>
[QUOTE="Alphastream, post: 6831426, member: 11365"] No worries, and thanks! I try to approach every project on its own, with a goal or two based on what I want to try or what I think the admins want (or both). The admins wanted sandbox-style play, where there were many choices with different outcomes. The air node is all about chaos, so I wanted to create something that had the feeling of motion, of chaos, and of many different opportunities - something larger than the PCs themselves. But, I knew I was giving DMs a lot to deal with. You have to prep almost twice the number of encounters you will run. While the page count is reasonable, the adventure requires a high amount of thought for a DM to be really prepared and make each scene memorable. Sometimes I try to design something I think will consistently provide tables with a "solid" to "great" experience. Candlekeep was like that. Other times I try to do something really crazy, like this, but I know it will really fall flat at some tables and be really great at others. (For some tables, Howling Void will provide a level of experience that the safer Candlekeep could never provide.) I learn a lot from these crazier attempts (and I think DMs do too), but I am always very sorry for the tables where it doesn't go right. It pains me as I write, even, because I can feel that difference. Hopefully, I'll get better at reducing that pain % while still innovating. Thanks for bearing with me! [/QUOTE]
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