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What do we know about 'Revenge of the Giants'?
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<blockquote data-quote="crash_beedo" data-source="post: 4955226" data-attributes="member: 18781"><p>This is why looks are deceiving and flipping through an adventure for 30 seconds really doesn't lead to a good review... Revenge of the Giants actually appears to be one of the better adventure modules put out there by WOTC in the 4E era.</p><p></p><p>The basic framework of Revenge of the Giants is the players get recruited to be members of an ancient order of 'world-defending heroes' - it has a very strong 4-color comic book feel, like the Justice League or something. Even down to spiffy uniforms, er capes, and a secret base.</p><p></p><p>The campaign is fairly free-form, with certain events happening in the meta-story and moving the campaign forward (as the forces of the giants attack different parts of the campaign world). In addition to going out and battling the giants directly, the group can do various side quests that either make their new secret justice-league style headquarters more functional, there's a side-quest (and time travel opportunity, again very 4-color comic-like) to retrieve powerful weaponry, quests for knowledge, and a handful of diplomatic side-quests to rally the forces of the world against the giants. It's also got githyanki pirates, a trip to the astral plane, and an extended adventure in the elemental chaos. What's not to love?</p><p></p><p>I think the delve format of presenting encounters leads folks to dismiss adventures as endless combats.</p></blockquote><p></p>
[QUOTE="crash_beedo, post: 4955226, member: 18781"] This is why looks are deceiving and flipping through an adventure for 30 seconds really doesn't lead to a good review... Revenge of the Giants actually appears to be one of the better adventure modules put out there by WOTC in the 4E era. The basic framework of Revenge of the Giants is the players get recruited to be members of an ancient order of 'world-defending heroes' - it has a very strong 4-color comic book feel, like the Justice League or something. Even down to spiffy uniforms, er capes, and a secret base. The campaign is fairly free-form, with certain events happening in the meta-story and moving the campaign forward (as the forces of the giants attack different parts of the campaign world). In addition to going out and battling the giants directly, the group can do various side quests that either make their new secret justice-league style headquarters more functional, there's a side-quest (and time travel opportunity, again very 4-color comic-like) to retrieve powerful weaponry, quests for knowledge, and a handful of diplomatic side-quests to rally the forces of the world against the giants. It's also got githyanki pirates, a trip to the astral plane, and an extended adventure in the elemental chaos. What's not to love? I think the delve format of presenting encounters leads folks to dismiss adventures as endless combats. [/QUOTE]
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