RangerWickett said:
Also, just last night I was playing the "defend the city" part of Red Hand of Doom, and some of the other players got frustrated by what they perceived as an inability to apply smart tactics (and, almost more damningly, lack of good tactics on the part of the villains).
I got that to some extent when I ran it.
[sblock=Spoilers for Red Hand of Doom]In particular, they had their own priorities and plans when it came to how best to defend the city, and didn't like being effectively shepherded from one encounter location to the next.
As for enemy tactics, the final battle against the enemy general went extremely quickly - the party wizard had spent the majority of the 'battle fund' cash upon a single scroll of
prismatic spray which took out the general (banished to another plane) and all but two of his bodyguards, variously sent insane or petrified, all in the first round. After that, it was just a matter of mopping up.[/sblock]
Back on the thread topic, I've run RHoD and am currently running Savage Tide, both adapted to Eberron, and I haven't found portability a problem at all. And as a DM, I greatly appreciate how well defined these adventures are - it makes it far easier to present them coherently and clearly to the players, and whilst it may limit my flexibility somewhat it also empowers the flexibility of the players. In RHoD, they can pick and choose where to go through the Vale without me needing to worry too much about finding things for them to do there, and in Savage Tide, they've been able to choose street addresses for each of their homes, plan shopping trips, and consider voyages further afield during downtime.