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Castle Maure - Not All That
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<blockquote data-quote="tassander" data-source="post: 2621427" data-attributes="member: 8517"><p>my sentiment exactly. when I work a secret into my campaigns I do so in order to have the players find out about it! The later the better, as that's what keeps suspension high, but a constant flow of information, the sense of exploration are what make an adventure great.</p><p></p><p>Just to give another example: We just stopped playing RttToEE. The players worked with the temples, they found out most of the secrets, they researched the major artifacts, the history of the place, they spent a whole session discussing with the oracle, they traded with a durergar-merchant in the dungeon... Yet we stopped playing. That just was not enough. Very soon in the adventure it becomes very clear, what the cult is all about: freeing Tharizdun. Basically the master plan is all over the moathouse. The players even suspected that sooner or later the cult would return to the original temple. </p><p></p><p>The key to a good adventure is NOT just an interesting background, the key is finding a good way to CONVEY this background. To convey way it so that the players are rewarded for good RP and investigation, diplomacy and clever play - and that such behaviour makes the adventure MORE interesting!!! at the same time I expect a good adventure to give this info out "by itself" to a certain degree - frex, it is possible to play RttToEE without ever talking to anybody, just drawing your sword on page 1 and putting it away on the last page.</p><p>That is bad design.</p><p>A ready made adventure should NOT force the DM to do all the work I had to do in order to change RttToEE into something vaguely similar to a RPexperience. the reason I turn to ready made adventures is that I do not have the time to do all this work.</p><p></p><p>Compare the Whispering Cairn: the players are more or less FORCED to RP, to investigate. Even the second adventure in the new adventure path, three faces of evil (?), has a plot element that forces players to think: it is absolutely clear that they cannot kill the mine workers, that they have to plan. The iron golem in maure castel... well, there really is only the option of sneaking by... not very intersting. A good module, imho, should force players to make difficult decisions. It should encourage them by unveiling its secrets piece by piece. and it should do that even if the DM is inexperienced. A good DM can turn every module into sth playable. </p><p></p><p>well. i guess I'm just unbelievably disappointed with RttToEE and wanted to strongly agree with Merric. </p><p>sorry for my rant <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="tassander, post: 2621427, member: 8517"] my sentiment exactly. when I work a secret into my campaigns I do so in order to have the players find out about it! The later the better, as that's what keeps suspension high, but a constant flow of information, the sense of exploration are what make an adventure great. Just to give another example: We just stopped playing RttToEE. The players worked with the temples, they found out most of the secrets, they researched the major artifacts, the history of the place, they spent a whole session discussing with the oracle, they traded with a durergar-merchant in the dungeon... Yet we stopped playing. That just was not enough. Very soon in the adventure it becomes very clear, what the cult is all about: freeing Tharizdun. Basically the master plan is all over the moathouse. The players even suspected that sooner or later the cult would return to the original temple. The key to a good adventure is NOT just an interesting background, the key is finding a good way to CONVEY this background. To convey way it so that the players are rewarded for good RP and investigation, diplomacy and clever play - and that such behaviour makes the adventure MORE interesting!!! at the same time I expect a good adventure to give this info out "by itself" to a certain degree - frex, it is possible to play RttToEE without ever talking to anybody, just drawing your sword on page 1 and putting it away on the last page. That is bad design. A ready made adventure should NOT force the DM to do all the work I had to do in order to change RttToEE into something vaguely similar to a RPexperience. the reason I turn to ready made adventures is that I do not have the time to do all this work. Compare the Whispering Cairn: the players are more or less FORCED to RP, to investigate. Even the second adventure in the new adventure path, three faces of evil (?), has a plot element that forces players to think: it is absolutely clear that they cannot kill the mine workers, that they have to plan. The iron golem in maure castel... well, there really is only the option of sneaking by... not very intersting. A good module, imho, should force players to make difficult decisions. It should encourage them by unveiling its secrets piece by piece. and it should do that even if the DM is inexperienced. A good DM can turn every module into sth playable. well. i guess I'm just unbelievably disappointed with RttToEE and wanted to strongly agree with Merric. sorry for my rant :) [/QUOTE]
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