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<blockquote data-quote="Rothe" data-source="post: 3341020" data-attributes="member: 39813"><p>It's not too long as a introductory set piece, a good thing to read while the players get their dice and character sheets in order. Once the adventure starts flowing it's way too long.</p><p></p><p>Assumptions about time of day are a good point, but If you assumed daytime that's probably the time all characters would approach a place of great evil. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Well, putting together long passages like that off the top of your head or otherwise is very hard to do, unless you are a gifted story teller.</p><p></p><p>I like box text if it is well done, i.e., a different box for coming through different doors etc. Up top things you might notice as you approach, a note to the DM if monsters present. It should be right up front. Levels of detail in the text, quick look detail, extended look detail.</p><p></p><p>I tend to write my own and as the player's ave a standard operating procedure, I can make some assumptions about what they see.</p><p></p><p>On the Gygax intro here is how I would have presented it... </p><p></p><p></p><p>[/qb] <strong> Here is where I would have stopped</strong> Ending on vileness and horror.</p><p>The illusionary images and sounds I would play out. I've done this before and the players can get really freaked out (things in front, things behind, we walked inot a trap!)before they realize it is an illusion. The players actualy feeling the discomfort is far better than saying your eyes play tricks but of course there is nothing there.</p><p></p><p></p><p></p><p>[/qb]</p><p></p><p>You really didn't read this did you? I mean isn't that assumed for any module, high adventure, treasure; and if you didn't have your weapon out already when you first saw things out of the corner of your eye, your doomed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Rothe, post: 3341020, member: 39813"] It's not too long as a introductory set piece, a good thing to read while the players get their dice and character sheets in order. Once the adventure starts flowing it's way too long. Assumptions about time of day are a good point, but If you assumed daytime that's probably the time all characters would approach a place of great evil. :) Well, putting together long passages like that off the top of your head or otherwise is very hard to do, unless you are a gifted story teller. I like box text if it is well done, i.e., a different box for coming through different doors etc. Up top things you might notice as you approach, a note to the DM if monsters present. It should be right up front. Levels of detail in the text, quick look detail, extended look detail. I tend to write my own and as the player's ave a standard operating procedure, I can make some assumptions about what they see. On the Gygax intro here is how I would have presented it... [/qb] [b] Here is where I would have stopped[/b] Ending on vileness and horror. The illusionary images and sounds I would play out. I've done this before and the players can get really freaked out (things in front, things behind, we walked inot a trap!)before they realize it is an illusion. The players actualy feeling the discomfort is far better than saying your eyes play tricks but of course there is nothing there. [/qb] You really didn't read this did you? I mean isn't that assumed for any module, high adventure, treasure; and if you didn't have your weapon out already when you first saw things out of the corner of your eye, your doomed. :) [/QUOTE]
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