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Best RPGA adventures?
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<blockquote data-quote="arscott" data-source="post: 4774555" data-attributes="member: 17969"><p>Alright, here are my impressions of the adventures I've run and/or played:</p><p></p><p>My impressions:</p><p></p><p><strong>ALGA1-1:</strong> <em>Run, not played</em></p><p>[Sblock]Wasn't impressed. This is one of those adventures that has a long "Adventure Background" section for the GM to read that describes the cause of the challenge that the PCs now face, but never actually relays that information to the players. Throw in annoying disney-style fey and pointless digressions into obscure realmslore, and you've got a big stinker of an adventure.[/sblock]</p><p><strong>Bald1-1:</strong> <em>Run and played</em></p><p>[sblock]Decent. A nice feature of this one is that you can choose the order in which you progress through the various encounters. Decent skill challenge. One of the combats is pretty grindey. Never seen a session actually get to the final encounter--we always spend too much time on the grind and the skill challenge.[/sblock]</p><p><strong>Core 1-1:</strong> <em>Played, not run</em></p><p>[sblock]This was the first LFR Adventure I played. Hard to evaluate the combat encounters because we were so unfamiliar with the game. Great roleplaying opportunities, and I felt like there were a number of different and equally valid ways to tackle the RP challenges. Also gave my very-nearly-evil character a way to be true to his nature without disrupting the adventure or annoying the party.[/sblock]</p><p><strong>East 1-1:</strong> <em>Played, not run</em></p><p>[sblock]I'll admit to sleeping through about half of this adventure for reasons totally unrelated to adventure quality. The parts I was awake for struck me as a bland but serviceable dungeon crawl.[/sblock]</p><p><strong>TYMA 1-1:</strong> <em>Run, not played</em></p><p>[sblock]"Here's an NPC. Talk to him a bit about nothing in particular. He'll be important later during the actual plot. Here's a dungeon. Go there and kill the low-level monsters for XP, cause you need to level before the plot can start." Still, the combats went fairly smooth, even with first-time players.[/sblock]</p><p><strong>SPEC 1-1:</strong> <em>Played, not run</em></p><p>[sblock]Advice: Never play an eight-hour adventure with two people who cannot stand each other, especially if you're the event coordinator. Still, every encounter in this module was lots of fun--great use of terrain, monsters designed specifically with terrain features in mind, and more. Save this adventure for later, especially if you've got people on the Zhentarim infiltration quest.[/sblock]</p><p><strong>WATE 1-1:</strong> <em>Run and played</em></p><p>[sblock]Our local game club has events every two or three months. We've played this adventure at every event since LFR started--It's that good. The module begins with an investigative skill challenge that should be a model for all skill challenges--provides a great structure for beginning DMs to depend on and experienced DMs to expand on. Plus with lots of up-front social interaction and a first encounter that's a "let the players show off" cakewalk, it's a great introductory adventure. The one trouble-spot is the middle combat: It features all skirmishers, and bottles the PCs up in an awkward starting area.[/sblock]</p></blockquote><p></p>
[QUOTE="arscott, post: 4774555, member: 17969"] Alright, here are my impressions of the adventures I've run and/or played: My impressions: [B]ALGA1-1:[/B] [I]Run, not played[/I] [Sblock]Wasn't impressed. This is one of those adventures that has a long "Adventure Background" section for the GM to read that describes the cause of the challenge that the PCs now face, but never actually relays that information to the players. Throw in annoying disney-style fey and pointless digressions into obscure realmslore, and you've got a big stinker of an adventure.[/sblock] [B]Bald1-1:[/B] [I]Run and played[/I] [sblock]Decent. A nice feature of this one is that you can choose the order in which you progress through the various encounters. Decent skill challenge. One of the combats is pretty grindey. Never seen a session actually get to the final encounter--we always spend too much time on the grind and the skill challenge.[/sblock] [B]Core 1-1:[/B] [I]Played, not run[/I] [sblock]This was the first LFR Adventure I played. Hard to evaluate the combat encounters because we were so unfamiliar with the game. Great roleplaying opportunities, and I felt like there were a number of different and equally valid ways to tackle the RP challenges. Also gave my very-nearly-evil character a way to be true to his nature without disrupting the adventure or annoying the party.[/sblock] [B]East 1-1:[/B] [I]Played, not run[/I] [sblock]I'll admit to sleeping through about half of this adventure for reasons totally unrelated to adventure quality. The parts I was awake for struck me as a bland but serviceable dungeon crawl.[/sblock] [B]TYMA 1-1:[/B] [I]Run, not played[/I] [sblock]"Here's an NPC. Talk to him a bit about nothing in particular. He'll be important later during the actual plot. Here's a dungeon. Go there and kill the low-level monsters for XP, cause you need to level before the plot can start." Still, the combats went fairly smooth, even with first-time players.[/sblock] [B]SPEC 1-1:[/B] [I]Played, not run[/I] [sblock]Advice: Never play an eight-hour adventure with two people who cannot stand each other, especially if you're the event coordinator. Still, every encounter in this module was lots of fun--great use of terrain, monsters designed specifically with terrain features in mind, and more. Save this adventure for later, especially if you've got people on the Zhentarim infiltration quest.[/sblock] [B]WATE 1-1:[/B] [I]Run and played[/I] [sblock]Our local game club has events every two or three months. We've played this adventure at every event since LFR started--It's that good. The module begins with an investigative skill challenge that should be a model for all skill challenges--provides a great structure for beginning DMs to depend on and experienced DMs to expand on. Plus with lots of up-front social interaction and a first encounter that's a "let the players show off" cakewalk, it's a great introductory adventure. The one trouble-spot is the middle combat: It features all skirmishers, and bottles the PCs up in an awkward starting area.[/sblock] [/QUOTE]
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