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General Tabletop Discussion
EN Publishing
Considering abridging the fire forest. Thoughts?
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<blockquote data-quote="Fox Lee" data-source="post: 5406915" data-attributes="member: 4346"><p>Really? This is kind of surprising to me (that it would be tha fan favourite, that is)... Fire Forest isn't too bad, sure, and its "immortal bonfire" concept is both tremendously dramatic and thoroughly unique. But I found the story rather convoluted and lacking direction.</p><p></p><p>I also thought the mechanics (speaking stricly 4e here) weren't as tight as those of Scouring, and in many places it was a bit too obvious that they had been converted from 3.5 (one passage still indicates that players can forgo a saving throw against an effect... whoops <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p></p><p>I'm not saying it sucks, just that it didn't cause me the same enjoyment and enthusiasm as the first.</p><p></p><p>[SPOILERS BELOW]</p><p></p><p></p><p>I do believe this is the best part to remove. Khadral is quite a likeable character, but his arc seems almost like a distraction from the real plot, and the conclusion of the arc is really rather de-protagonising for the PCs. Nothing bothers me more in a module than a sacrifice which the PCs cannot somehow avert, or at least influence somehow, and I know my players feel the same way (in fact, I bounced it off some of them as a hypothetical, and the response was very negative).</p><p></p><p>I also found the dryad/children/ritual encounter confusing. How were the spellcasting PCs supposed to be helping Khadral? Was the trap deliberately designed to catch the PCS least able to deal with strength checks of grappling, who would only be there for flavour reasons to start with? That's kind of a dick move. And is the party then supposed to be missing members during the "Save the Children" skill challenge? It all came across as a bit "whu?" to me. Plus, the excuse given that the children couldn't be put in a safe place <em>before</em> the ritual seemed rather weak to me.</p><p></p><p>Depending on what you want to take out, you could easily skip the devil and his offer. Not a good idea if you want to preserve the three-way choice, but if your players are like mine and you totally know they are going to take the "hero" path, it would be safe to get rid him. You could also shortcut around Gwenvere altogether if you don't mind losing the love triangle, and/or ignore Nelle the unicorn if your players can get by without his information/aid. Going withough the river-travel skill challenge might cut out a lot of time, depending on how the players approach it; likewise, I don't think the traps add a lot to areas like the bridge fort, so you could also remove them to speed up play.</p></blockquote><p></p>
[QUOTE="Fox Lee, post: 5406915, member: 4346"] Really? This is kind of surprising to me (that it would be tha fan favourite, that is)... Fire Forest isn't too bad, sure, and its "immortal bonfire" concept is both tremendously dramatic and thoroughly unique. But I found the story rather convoluted and lacking direction. I also thought the mechanics (speaking stricly 4e here) weren't as tight as those of Scouring, and in many places it was a bit too obvious that they had been converted from 3.5 (one passage still indicates that players can forgo a saving throw against an effect... whoops :p). I'm not saying it sucks, just that it didn't cause me the same enjoyment and enthusiasm as the first. [SPOILERS BELOW] I do believe this is the best part to remove. Khadral is quite a likeable character, but his arc seems almost like a distraction from the real plot, and the conclusion of the arc is really rather de-protagonising for the PCs. Nothing bothers me more in a module than a sacrifice which the PCs cannot somehow avert, or at least influence somehow, and I know my players feel the same way (in fact, I bounced it off some of them as a hypothetical, and the response was very negative). I also found the dryad/children/ritual encounter confusing. How were the spellcasting PCs supposed to be helping Khadral? Was the trap deliberately designed to catch the PCS least able to deal with strength checks of grappling, who would only be there for flavour reasons to start with? That's kind of a dick move. And is the party then supposed to be missing members during the "Save the Children" skill challenge? It all came across as a bit "whu?" to me. Plus, the excuse given that the children couldn't be put in a safe place [i]before[/i] the ritual seemed rather weak to me. Depending on what you want to take out, you could easily skip the devil and his offer. Not a good idea if you want to preserve the three-way choice, but if your players are like mine and you totally know they are going to take the "hero" path, it would be safe to get rid him. You could also shortcut around Gwenvere altogether if you don't mind losing the love triangle, and/or ignore Nelle the unicorn if your players can get by without his information/aid. Going withough the river-travel skill challenge might cut out a lot of time, depending on how the players approach it; likewise, I don't think the traps add a lot to areas like the bridge fort, so you could also remove them to speed up play. [/QUOTE]
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Considering abridging the fire forest. Thoughts?
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