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General Tabletop Discussion
*TTRPGs General
Are there any 3/3.5 Adventures that don't suck?
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<blockquote data-quote="Saeviomagy" data-source="post: 1654895" data-attributes="member: 5890"><p>These were good. Classic dungeon crawls with interesting points.</p><p></p><p>Frankly this was awful. The party would just hang around until a random (and blindingly obvious) clue was dropped. Wererats attack the fair? The old clocktower is full of rats? duh...</p><p></p><p>And then finally you kill off all these unassociated groups, and assume they're all unrelated, and then another unassociated group takes over the town, so you kill them too.</p><p></p><p>It was like a one-room-after-the-other alphabet dungeon. I mean sure there was supposed to be a plot, but it was totally irrelevant, unneeded and inscrutable.</p><p></p><p>The problem with this one was that there's basically never any chance for you to talk to people who DO know what's going on. All of them just seem to attack you on sight. Even the ones which aren't supposed to be evil.</p><p></p><p>This played very much like speaker in dreams, except more frustrating, because there weren't obvious clues on what to kill next, and we had to keep track of how much food we had the whole damn time.</p><p></p><p>And finally in the end, we'd have had the same effect on the situation if we'd just let the village starve to death.</p><p></p><p>Basically it ended up as a 'kill em all and let gawd sort em out', but with some epilogue that told us what had actually happened.</p><p></p><p>Nightfang spire was a tedious dungeon crawl, and again it made with the "good guys attack on sight" thing.</p><p></p><p>Hint: If you want the party to communicate with a race, don't have room after room of them immediately attack on sight before the party meets the good ones. Chances are the party will win initiative and jump the good guys, slaughtering them all.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1654895, member: 5890"] These were good. Classic dungeon crawls with interesting points. Frankly this was awful. The party would just hang around until a random (and blindingly obvious) clue was dropped. Wererats attack the fair? The old clocktower is full of rats? duh... And then finally you kill off all these unassociated groups, and assume they're all unrelated, and then another unassociated group takes over the town, so you kill them too. It was like a one-room-after-the-other alphabet dungeon. I mean sure there was supposed to be a plot, but it was totally irrelevant, unneeded and inscrutable. The problem with this one was that there's basically never any chance for you to talk to people who DO know what's going on. All of them just seem to attack you on sight. Even the ones which aren't supposed to be evil. This played very much like speaker in dreams, except more frustrating, because there weren't obvious clues on what to kill next, and we had to keep track of how much food we had the whole damn time. And finally in the end, we'd have had the same effect on the situation if we'd just let the village starve to death. Basically it ended up as a 'kill em all and let gawd sort em out', but with some epilogue that told us what had actually happened. Nightfang spire was a tedious dungeon crawl, and again it made with the "good guys attack on sight" thing. Hint: If you want the party to communicate with a race, don't have room after room of them immediately attack on sight before the party meets the good ones. Chances are the party will win initiative and jump the good guys, slaughtering them all. [/QUOTE]
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Are there any 3/3.5 Adventures that don't suck?
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