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4E is for casuals, D&D is d0med
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<blockquote data-quote="sinecure" data-source="post: 4284072" data-attributes="member: 37668"><p>H1 is a great module. I'm glad you picked it. There are dozens of little hiding plots for multiple NPCs making the town reusable as most will not be found by the PCs during their initial stay there. There is NO plot other than the goal of attacking the dungeon if the players want to run through it as a one-shot. (this is a good thing, plots designed for PCs have no place in the game) Dungeon also has multiple parts unlikely to be discovered in the PCs first foray. Many interesting bits commented upon for potential tie in to the game world/further adventures elsewhere. A variety of monsters to fight or interact with and even save from captivity.</p><p></p><p>Don't have this on hand, but I think I have a glimmer of it in memory. Still, major bonus points for no railroading plots.</p><p></p><p>Yep, this is just a dungeon and one Melan showed to be highly railroady in length. I think this is one of those that used room connections as a way to simulate story arcing. you know, rising action, climax, exposition. That stuff. I agree it is low on roleplay. That folks so desperately wanted it that they made Meepo a star is proof it could use more characterization of the NPCs. Not all that bad, but the dungeon map definitely needed to be redesigned.</p><p></p><p>The early stuff is about all it has going for it. It doesn't do a bad job of description of the town and NPCs. Stats are forgotten for them too. No interesting elements to tie in for further development though. No NPC plots I saw that could lead to other adventure. Pretty much a base of operations for dull detail before the fighting.</p><p></p><p>Ignoring the railroad of out of town combats on the road and in the wilds (in which wilderness play is absolutely missing I should point out - ooh, and urban from the town, where were the rumors? Dynamics of the town?) We find ourselves in the least interesting dungeon I've seen in awhile without being a complete railroad. (Barrow of the Forgotten King, I'm looking at you!) The areas are boxes for DDM play where the only things of import included are monsters, some extraordinarily dull traps, and a riddle.</p><p></p><p>If I get back home I'll do a quick run through of the whole thing and see if I can get to 10 elements of the entire adventure that aren't Orc & Pie and list them out for you.</p><p></p><p>Again, why despise your own game? If you didn't know before, it is great and is far more than killing things and taking their stuff to offer. I mean, why belittle one's own game? That's so odd to me. This foolishness wasn't thought up by D&Der's That it's been taken up by them only makes me sadder for the community.</p><p></p><p>This stuff takes place outside of playing in character, no? Or can equally be accomplished when in character. Of course, I don't think rules are really needed for this except only to aid the GM when asked to changed things so the world works in a different manner. </p><p></p><p>The fact that one could always roll a die to decide anything in the game has not changed. The fact that the dice used to illustrate the feel of the game have been reduced to single and complex skill rolls means all that world design is gone. Everything that made the imaginary space more than a series of coin flips. </p><p></p><p>Would you honestly still play if combat were optionally changed to complex skill checks across the board? Optional combat systems are possible of course. How does that sound? You can call everything that came before in the game whatever you wish, but your games' fondest treasures for you have not been sacrificed to the gods of clarity, simplicity and FuN!</p></blockquote><p></p>
[QUOTE="sinecure, post: 4284072, member: 37668"] H1 is a great module. I'm glad you picked it. There are dozens of little hiding plots for multiple NPCs making the town reusable as most will not be found by the PCs during their initial stay there. There is NO plot other than the goal of attacking the dungeon if the players want to run through it as a one-shot. (this is a good thing, plots designed for PCs have no place in the game) Dungeon also has multiple parts unlikely to be discovered in the PCs first foray. Many interesting bits commented upon for potential tie in to the game world/further adventures elsewhere. A variety of monsters to fight or interact with and even save from captivity. Don't have this on hand, but I think I have a glimmer of it in memory. Still, major bonus points for no railroading plots. Yep, this is just a dungeon and one Melan showed to be highly railroady in length. I think this is one of those that used room connections as a way to simulate story arcing. you know, rising action, climax, exposition. That stuff. I agree it is low on roleplay. That folks so desperately wanted it that they made Meepo a star is proof it could use more characterization of the NPCs. Not all that bad, but the dungeon map definitely needed to be redesigned. The early stuff is about all it has going for it. It doesn't do a bad job of description of the town and NPCs. Stats are forgotten for them too. No interesting elements to tie in for further development though. No NPC plots I saw that could lead to other adventure. Pretty much a base of operations for dull detail before the fighting. Ignoring the railroad of out of town combats on the road and in the wilds (in which wilderness play is absolutely missing I should point out - ooh, and urban from the town, where were the rumors? Dynamics of the town?) We find ourselves in the least interesting dungeon I've seen in awhile without being a complete railroad. (Barrow of the Forgotten King, I'm looking at you!) The areas are boxes for DDM play where the only things of import included are monsters, some extraordinarily dull traps, and a riddle. If I get back home I'll do a quick run through of the whole thing and see if I can get to 10 elements of the entire adventure that aren't Orc & Pie and list them out for you. Again, why despise your own game? If you didn't know before, it is great and is far more than killing things and taking their stuff to offer. I mean, why belittle one's own game? That's so odd to me. This foolishness wasn't thought up by D&Der's That it's been taken up by them only makes me sadder for the community. This stuff takes place outside of playing in character, no? Or can equally be accomplished when in character. Of course, I don't think rules are really needed for this except only to aid the GM when asked to changed things so the world works in a different manner. The fact that one could always roll a die to decide anything in the game has not changed. The fact that the dice used to illustrate the feel of the game have been reduced to single and complex skill rolls means all that world design is gone. Everything that made the imaginary space more than a series of coin flips. Would you honestly still play if combat were optionally changed to complex skill checks across the board? Optional combat systems are possible of course. How does that sound? You can call everything that came before in the game whatever you wish, but your games' fondest treasures for you have not been sacrificed to the gods of clarity, simplicity and FuN! [/QUOTE]
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