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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="pemerton" data-source="post: 5455828" data-attributes="member: 42582"><p>I'm guessing that another difference is this - from reading your posts over the years, I get the impression that a <em>lot</em> of the dynamics for your group are driven by player/PC interaction.</p><p></p><p>In my group there is some of that, but I suspect a heavier burden of driving the action falls on me as GM. This is why I've taken to doing more of the heavy lifting as I go along - because even if I'd preplanned it all I'd need to tweak it to introduce dynamics into the game as we're all sitting around the table.</p><p></p><p>This sound right to me. I'd add: my gameworld will be richest in those aspects that the PCs have engaged with, and often pretty thin where it's been mostly offstage.</p><p></p><p>So in my Night's Dark Terror game, the details of the homesteads, the goblins strongholds, the temple on the island, and so on are fairly well known. And the histories of a lot of those PCs are pretty rich as well - Golthar, especially, has a much richer backstory in my game than in the module because of other stuff I've brought in (he is also Paldemar from H2 Thunderspire Labyrinth, for example).</p><p></p><p>But Kelven is just a dot on a map, and a ruler who gave the parties a horse with a richly decorated saddle and bridle but who couldn't produce more horses or much cash (the idea being that, post-Nerath, there is quite a bit of valuable loot still hanging around but comparatively little new production and trade - hence a shortage of cash and horses, but not of richly decorated horse tack). If the ruler actually had a name, I can't remember it! (oops) The logic of this is that the history and destiny of Nerath is a very important recurring theme in the game, whereas Kelven really is just a place to rest and get some new gear.</p><p></p><p>Huzzah!</p><p></p><p>In my version of it, I tweaked quite a bit as well. I've dropped the Hutakaans (sp?) in favour of minotaurs (which fits with Thunderspire Labyrinth - and because there's a dwarf PC in the game, I early on introduced the idea that the dwarves were in fact once slaves of the minotaurs, and have adopted a lot of minotaur architecture and other cultural practices - every now and then I find a way to bring this up again, to push him on the issue of dwarven nationalism).</p><p></p><p>I used the goblins pretty much as written, and the goblin arc culminated with rescuing Stephan in the ruined city (I mixed some of the original maps and encounters with Thundesrpire Labyrinth stuff). There is a Thunderspire Labyrinth werewolf mystery which I meshed into the werewolf encounter in the module. I turned the burial mounds into one big tomb and added extra stuff as well, thereby introducing multiple levels - human burials from Nerath's conquest of the minotaur kingdom on top of an earlier layer of minotaur burials. This helped drive some of the Nerath/history stuff, some of the minotaur stuff, and also let me bring in an Orcus vs Raven Queen theme (I have a trio of Raven Queen cultists in the party).</p><p></p><p>I merged the gnollish components with the gnoll dungeon in Thunderspire Labyrinth. I'm planning to mix the Threshold stuff with the 3E module Speaker in Dreams, and have seeded that a bit with a Quasit encounter in Thunderspire Labyrinth and some hag encounters that are currently ongoing.</p><p></p><p>I've also toyed with the sequencing a bit - my players have done the gnolls but haven't been to Threshold yet, and at the moment I'm not sure whether they'll continue on to Threshold (where they have to make a payment to redeem some of the foresters who were taken as slaves - as per Thunderspire Labyrinth I had the goblins sell their prisoners onto some duergar, and the PCs entered into a redemption contract with those duergar) or whether they'll head into the Feywild first (which is an option that the hags have opened up).</p><p></p><p>Anyway, let us know how it goes! Hopefully better than last time . . .</p></blockquote><p></p>
[QUOTE="pemerton, post: 5455828, member: 42582"] I'm guessing that another difference is this - from reading your posts over the years, I get the impression that a [I]lot[/I] of the dynamics for your group are driven by player/PC interaction. In my group there is some of that, but I suspect a heavier burden of driving the action falls on me as GM. This is why I've taken to doing more of the heavy lifting as I go along - because even if I'd preplanned it all I'd need to tweak it to introduce dynamics into the game as we're all sitting around the table. This sound right to me. I'd add: my gameworld will be richest in those aspects that the PCs have engaged with, and often pretty thin where it's been mostly offstage. So in my Night's Dark Terror game, the details of the homesteads, the goblins strongholds, the temple on the island, and so on are fairly well known. And the histories of a lot of those PCs are pretty rich as well - Golthar, especially, has a much richer backstory in my game than in the module because of other stuff I've brought in (he is also Paldemar from H2 Thunderspire Labyrinth, for example). But Kelven is just a dot on a map, and a ruler who gave the parties a horse with a richly decorated saddle and bridle but who couldn't produce more horses or much cash (the idea being that, post-Nerath, there is quite a bit of valuable loot still hanging around but comparatively little new production and trade - hence a shortage of cash and horses, but not of richly decorated horse tack). If the ruler actually had a name, I can't remember it! (oops) The logic of this is that the history and destiny of Nerath is a very important recurring theme in the game, whereas Kelven really is just a place to rest and get some new gear. Huzzah! In my version of it, I tweaked quite a bit as well. I've dropped the Hutakaans (sp?) in favour of minotaurs (which fits with Thunderspire Labyrinth - and because there's a dwarf PC in the game, I early on introduced the idea that the dwarves were in fact once slaves of the minotaurs, and have adopted a lot of minotaur architecture and other cultural practices - every now and then I find a way to bring this up again, to push him on the issue of dwarven nationalism). I used the goblins pretty much as written, and the goblin arc culminated with rescuing Stephan in the ruined city (I mixed some of the original maps and encounters with Thundesrpire Labyrinth stuff). There is a Thunderspire Labyrinth werewolf mystery which I meshed into the werewolf encounter in the module. I turned the burial mounds into one big tomb and added extra stuff as well, thereby introducing multiple levels - human burials from Nerath's conquest of the minotaur kingdom on top of an earlier layer of minotaur burials. This helped drive some of the Nerath/history stuff, some of the minotaur stuff, and also let me bring in an Orcus vs Raven Queen theme (I have a trio of Raven Queen cultists in the party). I merged the gnollish components with the gnoll dungeon in Thunderspire Labyrinth. I'm planning to mix the Threshold stuff with the 3E module Speaker in Dreams, and have seeded that a bit with a Quasit encounter in Thunderspire Labyrinth and some hag encounters that are currently ongoing. I've also toyed with the sequencing a bit - my players have done the gnolls but haven't been to Threshold yet, and at the moment I'm not sure whether they'll continue on to Threshold (where they have to make a payment to redeem some of the foresters who were taken as slaves - as per Thunderspire Labyrinth I had the goblins sell their prisoners onto some duergar, and the PCs entered into a redemption contract with those duergar) or whether they'll head into the Feywild first (which is an option that the hags have opened up). Anyway, let us know how it goes! Hopefully better than last time . . . [/QUOTE]
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