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<blockquote data-quote="RangerWickett" data-source="post: 8197936" data-attributes="member: 63"><p>That is some excellent feedback! Thank you. I don't have qualms with you posting properly hidden spoilers here.</p><p></p><p>The intention about the hunt was certainly to be more of an opportunity for roleplaying punctuated by intermittent encounters with strange creatures. Aside from the chuul and the possibility of running into something truly dangerous on the rise, I figured most of the encounters would take less than 5 minutes to resolve, at least if you're playing in 'theater of the mind' in person. If you were setting up battle maps and such, I can see that it would take longer.</p><p></p><p>And yeah, 5e combat is not as fun in a 'board game tactics' way as 4e, though hopefully the Remorse and fight with the killer end up being interesting.</p><p></p><p>I'll see about filling in some of the combat stat gaps, but as for the setting information, there's a limit to what we can fit in, since the adventure is already pretty hefty. I figure it doesn't break anything if a player decides to be something weird, though maybe I could fit in a brief paragraph in the ZEITGEIST Primer suggesting common tropes.</p><p></p><p>How are the players taking to the 'spycraft' mechanics?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8197936, member: 63"] That is some excellent feedback! Thank you. I don't have qualms with you posting properly hidden spoilers here. The intention about the hunt was certainly to be more of an opportunity for roleplaying punctuated by intermittent encounters with strange creatures. Aside from the chuul and the possibility of running into something truly dangerous on the rise, I figured most of the encounters would take less than 5 minutes to resolve, at least if you're playing in 'theater of the mind' in person. If you were setting up battle maps and such, I can see that it would take longer. And yeah, 5e combat is not as fun in a 'board game tactics' way as 4e, though hopefully the Remorse and fight with the killer end up being interesting. I'll see about filling in some of the combat stat gaps, but as for the setting information, there's a limit to what we can fit in, since the adventure is already pretty hefty. I figure it doesn't break anything if a player decides to be something weird, though maybe I could fit in a brief paragraph in the ZEITGEIST Primer suggesting common tropes. How are the players taking to the 'spycraft' mechanics? [/QUOTE]
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