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<blockquote data-quote="TimWhite" data-source="post: 2011255" data-attributes="member: 14222"><p>My group just finished attempting to play this scenario.</p><p></p><p>Let's just say that it was so bad that not only did our entire party die do to nothing but random die rolls, but the arbitrary nature of this scenario so enraged all of the players that it took hours of feather-smoothing to avoid having our gaming group break up over how bad it was.</p><p></p><p>Encounter after encounter was a cliche' filled doens't-matter-what-the-PC's-do-they-will-get-screwed-by-the-dice crap. Only halfway through this adventure, we just wanted to be DONE.</p><p></p><p>If there is anything to be learned from this scenario, it's that you NEED TO GIVE THE PLAYERS SOME CLUES AND A CHANCE TO USE THEM. Encounter after encounter of 50/50 choices that lead to player death makes no one happy, except a pureblood Gygaxian DM. Anyone who actually likes to play this game, as opposed to 'trying to win' will not like this scenario AT ALL.</p><p></p><p>It was nicely produced, and the maps we OK. It did feel fairly disorganized, and it was difficult to find bits and pieces of info.</p><p></p><p>The style of event was in a word, juvenile. Over and over, our group said 'huh?' and 'you have to be kidding, right?', and 'why in the world would my PC ever do this?'.</p><p></p><p>I can't de-recommend this heartily enough.</p><p></p><p>To go into detail:</p><p></p><p>1) There is no connection for the PCs to this kingdom, other than relying on the PCs good nature. The PCs never get a chance to really become sympathetic to the situation, nor do they gain any trust of their employers.</p><p></p><p>2) The 'fairy-tale' motif is cute, but quickly grows achingly cliche.</p><p></p><p>3) The 'random dungeon' in the middle is just a tossed-together collection of fairy-tale-ripoff puns that are pooly balanced, and seem designed to punish the players for just being there.</p><p></p><p>4) Many encounters require hours of endless skill checks, with failures that quickly kill PCs.</p><p></p><p>5) Very few encounters allow the PCs to use any strategy, or their abilities to solve them, instead relying on very special abilities, or very lucky rolls. Arbitrary.</p><p></p><p>6) There is no way for the PCs to leave and rest, to just plain quit.</p><p></p><p>On my top 10 worst scenarios of all time list.</p><p></p><p>Tim</p></blockquote><p></p>
[QUOTE="TimWhite, post: 2011255, member: 14222"] My group just finished attempting to play this scenario. Let's just say that it was so bad that not only did our entire party die do to nothing but random die rolls, but the arbitrary nature of this scenario so enraged all of the players that it took hours of feather-smoothing to avoid having our gaming group break up over how bad it was. Encounter after encounter was a cliche' filled doens't-matter-what-the-PC's-do-they-will-get-screwed-by-the-dice crap. Only halfway through this adventure, we just wanted to be DONE. If there is anything to be learned from this scenario, it's that you NEED TO GIVE THE PLAYERS SOME CLUES AND A CHANCE TO USE THEM. Encounter after encounter of 50/50 choices that lead to player death makes no one happy, except a pureblood Gygaxian DM. Anyone who actually likes to play this game, as opposed to 'trying to win' will not like this scenario AT ALL. It was nicely produced, and the maps we OK. It did feel fairly disorganized, and it was difficult to find bits and pieces of info. The style of event was in a word, juvenile. Over and over, our group said 'huh?' and 'you have to be kidding, right?', and 'why in the world would my PC ever do this?'. I can't de-recommend this heartily enough. To go into detail: 1) There is no connection for the PCs to this kingdom, other than relying on the PCs good nature. The PCs never get a chance to really become sympathetic to the situation, nor do they gain any trust of their employers. 2) The 'fairy-tale' motif is cute, but quickly grows achingly cliche. 3) The 'random dungeon' in the middle is just a tossed-together collection of fairy-tale-ripoff puns that are pooly balanced, and seem designed to punish the players for just being there. 4) Many encounters require hours of endless skill checks, with failures that quickly kill PCs. 5) Very few encounters allow the PCs to use any strategy, or their abilities to solve them, instead relying on very special abilities, or very lucky rolls. Arbitrary. 6) There is no way for the PCs to leave and rest, to just plain quit. On my top 10 worst scenarios of all time list. Tim [/QUOTE]
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