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TSR/WotC Adventures - Are they REALLY any good? (Warning: Possible Spoilers)
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<blockquote data-quote="Herschel" data-source="post: 5984449" data-attributes="member: 78357"><p>No, and yes. </p><p> </p><p>One of the issues with published adventures is writing them with any flexibility and still having them make sense. Generally, choose one or the other. I prefer to run them flexibly and that means I'd better be ready for when they go off the rails and not get too upset when there's inconsistencies in "logic". </p><p> </p><p>Lets face it, D&D module history shows us the random rooms will contain an Orc and a pie, and the greatest practitioners of magical creation spent their time and skills creating artifact-level traps in completely random and meaningless places. They're generally kind of dumb.</p><p> </p><p>And I like many of them. </p><p> </p><p>A lot. </p><p> </p><p>Ravenloft/Castle Ravenloft (2E) I really enjoyed. Their style just works very well them (though I think it was used too often in other adventures).</p><p> </p><p>Desert of Desolation: Possibly my favorite series of modules ever, and this is with the first module containing exploding pineapples and a random gnome mining with a spoon. And the Waters of Athis? Gee, where did that story line lead them. ;-)</p><p> </p><p>White Plume Mountain: How do you even get in to the place? </p><p> </p><p>The Assassin's Knot: Hey, we get to play investigators. Investigators who blow stuff up. </p><p> </p><p>The Isle of Dread/Dwellers of the Forbidden City: Are we facing Yuan-Ti, or Sleestaks? Hey look, it's a big, tropical island of random stuff to explore! What's out goal here? Who knows? Lets just wander around for a level or two, we'll either die or get rescued, right? And if someone does get offed, where does their new character come from? IF we make the South Side of this HUGE island, you can either be a cultist villager or a pirate but either way you're done with the group for a month 'cause the hydra got you on the North end of the island. </p><p> </p><p>The Haunted Halls of Eveningstar: What a great way to start your adventuring career, provided you live and find the loot in the random, posh lair in a ruined dungeon. That painting alone is worth a mint. Is it LED or Plasma? </p><p> </p><p>Keep on the Shadowfell: Whoah, now this is how an adventure should start! Simple starting hook, iminent danger, better bring your A-game or your career will be short and ........ more, and..., um, more, and ... what the heck, is this the adventure version of an endless Ramstein sound loop? </p><p> </p><p>What I really want from DDN is a robust, tight, balanced core system where magic items and modules/adventures can add as much randomness, chaos and swing as a group desires.</p></blockquote><p></p>
[QUOTE="Herschel, post: 5984449, member: 78357"] No, and yes. One of the issues with published adventures is writing them with any flexibility and still having them make sense. Generally, choose one or the other. I prefer to run them flexibly and that means I'd better be ready for when they go off the rails and not get too upset when there's inconsistencies in "logic". Lets face it, D&D module history shows us the random rooms will contain an Orc and a pie, and the greatest practitioners of magical creation spent their time and skills creating artifact-level traps in completely random and meaningless places. They're generally kind of dumb. And I like many of them. A lot. Ravenloft/Castle Ravenloft (2E) I really enjoyed. Their style just works very well them (though I think it was used too often in other adventures). Desert of Desolation: Possibly my favorite series of modules ever, and this is with the first module containing exploding pineapples and a random gnome mining with a spoon. And the Waters of Athis? Gee, where did that story line lead them. ;-) White Plume Mountain: How do you even get in to the place? The Assassin's Knot: Hey, we get to play investigators. Investigators who blow stuff up. The Isle of Dread/Dwellers of the Forbidden City: Are we facing Yuan-Ti, or Sleestaks? Hey look, it's a big, tropical island of random stuff to explore! What's out goal here? Who knows? Lets just wander around for a level or two, we'll either die or get rescued, right? And if someone does get offed, where does their new character come from? IF we make the South Side of this HUGE island, you can either be a cultist villager or a pirate but either way you're done with the group for a month 'cause the hydra got you on the North end of the island. The Haunted Halls of Eveningstar: What a great way to start your adventuring career, provided you live and find the loot in the random, posh lair in a ruined dungeon. That painting alone is worth a mint. Is it LED or Plasma? Keep on the Shadowfell: Whoah, now this is how an adventure should start! Simple starting hook, iminent danger, better bring your A-game or your career will be short and ........ more, and..., um, more, and ... what the heck, is this the adventure version of an endless Ramstein sound loop? What I really want from DDN is a robust, tight, balanced core system where magic items and modules/adventures can add as much randomness, chaos and swing as a group desires. [/QUOTE]
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TSR/WotC Adventures - Are they REALLY any good? (Warning: Possible Spoilers)
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