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General Tabletop Discussion
*Dungeons & Dragons
Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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<blockquote data-quote="Jester David" data-source="post: 6580836" data-attributes="member: 37579"><p>There's no perfect solution. </p><p>If you go to a realistic scale where the alpha predators have a wide distance between their territories, then the scale of the adventure has to jump up, more travel is required, and the PCs will always be rested before encounters. </p><p></p><p>The Paizo alternative is usually giving some handwavy explanation. "The griffons were displaced from their home" or "the manticores are expanding their territory". But that wastes pages justifying the monsters without adding to the story, especially since there's a good chance the PCs won't discover the backstory. And if they do discover it, they may think it an important clue/hook and follow it. (Speaking from experience.)</p><p></p><p>I haven't read PotA yet. So I can't comment too much on the specifics. (My FLGS had a delay getting their copies. I might buy a copy for review, or I might not. I haven't decided.) But given what I've heard of its sandbox nature, it might be putting two encounters into a region, so the PCs will have better odds of having one encounter. They're not necessarily expected to have all, but only having the minimum number of encounters in a region means there's no choice: the only monsters are griffons, so the PCs fight griffons. Having 2-3 -some story relevant and some not- means the PC's choices have some impact in what they encounter and when. </p><p></p><p>That said, I wouldn't be surprised if there were some shaky bits in the adventure. WotC hasn't dedicated itself to adventures since, well, ever. And they don't have the same pool of good adventure writers as Paizo. They're relying on established talent more known for rules (or editing) than adventures. There's going to be a learning curve.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6580836, member: 37579"] There's no perfect solution. If you go to a realistic scale where the alpha predators have a wide distance between their territories, then the scale of the adventure has to jump up, more travel is required, and the PCs will always be rested before encounters. The Paizo alternative is usually giving some handwavy explanation. "The griffons were displaced from their home" or "the manticores are expanding their territory". But that wastes pages justifying the monsters without adding to the story, especially since there's a good chance the PCs won't discover the backstory. And if they do discover it, they may think it an important clue/hook and follow it. (Speaking from experience.) I haven't read PotA yet. So I can't comment too much on the specifics. (My FLGS had a delay getting their copies. I might buy a copy for review, or I might not. I haven't decided.) But given what I've heard of its sandbox nature, it might be putting two encounters into a region, so the PCs will have better odds of having one encounter. They're not necessarily expected to have all, but only having the minimum number of encounters in a region means there's no choice: the only monsters are griffons, so the PCs fight griffons. Having 2-3 -some story relevant and some not- means the PC's choices have some impact in what they encounter and when. That said, I wouldn't be surprised if there were some shaky bits in the adventure. WotC hasn't dedicated itself to adventures since, well, ever. And they don't have the same pool of good adventure writers as Paizo. They're relying on established talent more known for rules (or editing) than adventures. There's going to be a learning curve. [/QUOTE]
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Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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