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City of the Spider Queen
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<blockquote data-quote="Endur" data-source="post: 2014405" data-attributes="member: 3346"><p>GMing COSQ.</p><p></p><p>Well, first, even if you have a module, no matter who wrote it, the GM is still going to have to do some work prior to running a game. Depending on how prepared you want to be, a GM might actually prepare for more time each week than he or she plays. For example, you mention putting each monster on an initiative card. This is a useful GM activity and helps GMs learn the capabilities of their minions. I don't think WOTC would be able to give a page for every monster, but I do think WOTC should maintain a message board to help with questions for each module.</p><p></p><p>High level role playing encounters really DEPEND so much on who the PCs are and what their background is. Some PCs will negotiate with some encounters, others will negotiate with different encounters. The module does tell you which evil npcs are likely to negotiate or avoid combat. Its up to the GM to come up with the npc speeches/offers/ threats/bribes/etc, none of that is provided in block text.</p><p></p><p>The NPC stat blocks in the back of the module is the weakest portion of the module. Major NPCs received various exotic equipment and minor NPCs look like they were borrowed from the DMG. When you are copying your NPCs to your initiative cards, you could very well decide to modify your NPCs equipment to better fit your storyline.</p><p></p><p>The custom monsters are well play-balanced. If anything, the author erred on the weak side of the CR. That's ok. There's nothing worse than a custom monster whose real CR is 5-10 higher than what the module says. There are plenty of deadly generic monster manual monsters in the module (advanced, templates, magic items, levels in PRCs, etc), including all the biggies (Drow, Vampires, Liches, Dragons, Demons, etc.).</p></blockquote><p></p>
[QUOTE="Endur, post: 2014405, member: 3346"] GMing COSQ. Well, first, even if you have a module, no matter who wrote it, the GM is still going to have to do some work prior to running a game. Depending on how prepared you want to be, a GM might actually prepare for more time each week than he or she plays. For example, you mention putting each monster on an initiative card. This is a useful GM activity and helps GMs learn the capabilities of their minions. I don't think WOTC would be able to give a page for every monster, but I do think WOTC should maintain a message board to help with questions for each module. High level role playing encounters really DEPEND so much on who the PCs are and what their background is. Some PCs will negotiate with some encounters, others will negotiate with different encounters. The module does tell you which evil npcs are likely to negotiate or avoid combat. Its up to the GM to come up with the npc speeches/offers/ threats/bribes/etc, none of that is provided in block text. The NPC stat blocks in the back of the module is the weakest portion of the module. Major NPCs received various exotic equipment and minor NPCs look like they were borrowed from the DMG. When you are copying your NPCs to your initiative cards, you could very well decide to modify your NPCs equipment to better fit your storyline. The custom monsters are well play-balanced. If anything, the author erred on the weak side of the CR. That's ok. There's nothing worse than a custom monster whose real CR is 5-10 higher than what the module says. There are plenty of deadly generic monster manual monsters in the module (advanced, templates, magic items, levels in PRCs, etc), including all the biggies (Drow, Vampires, Liches, Dragons, Demons, etc.). [/QUOTE]
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