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Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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<blockquote data-quote="Celtavian" data-source="post: 6583776" data-attributes="member: 5834"><p>I guess we'll have to disagree. I found the asylum section interesting. I had not yet experienced a D&D module that used ghouls and ghoul fever in such an interesting manner. Perhaps you had already experienced ghoul fever used in such a manner. I found putting a patient with ghoul fever in an asylum for the mentally ill and sick an interesting and unique method of providing the players with a piece of evidence in a murder mystery.</p><p></p><p>You see that as experience padding. I see it as an interesting way to incorporate a story element.</p><p></p><p></p><p></p><p></p><p>It's not a side quest. It's a way to integrate the PCs indirectly into a story. They are dealing with a goblin invasion thinking that is the primary adventure. Surprise, the goblins aren't the real problem. You seem to be looking at it from a DM's perspective. From a player's perspective, it throws them off and keeps the actual cause of the adventure a mystery. That is what it's supposed to be. You don't actually figure out who is really behind the goings on until the third or fourth module. That's what I found so unique about <em>Rise of the Runelords</em>. They start you off thinking it's some standard "fight the humanoids" adventure, then they send you after a serial killer and haunted house, and then after crazy ogres. The entire time they keep you guessing while providing you with clues and bits of information along the way as to who the real culprit is. I found the set up quite interesting. I used the misdirection to the fullest to keep the players guessing as to what they were really facing.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6583776, member: 5834"] I guess we'll have to disagree. I found the asylum section interesting. I had not yet experienced a D&D module that used ghouls and ghoul fever in such an interesting manner. Perhaps you had already experienced ghoul fever used in such a manner. I found putting a patient with ghoul fever in an asylum for the mentally ill and sick an interesting and unique method of providing the players with a piece of evidence in a murder mystery. You see that as experience padding. I see it as an interesting way to incorporate a story element. It's not a side quest. It's a way to integrate the PCs indirectly into a story. They are dealing with a goblin invasion thinking that is the primary adventure. Surprise, the goblins aren't the real problem. You seem to be looking at it from a DM's perspective. From a player's perspective, it throws them off and keeps the actual cause of the adventure a mystery. That is what it's supposed to be. You don't actually figure out who is really behind the goings on until the third or fourth module. That's what I found so unique about [I]Rise of the Runelords[/I]. They start you off thinking it's some standard "fight the humanoids" adventure, then they send you after a serial killer and haunted house, and then after crazy ogres. The entire time they keep you guessing while providing you with clues and bits of information along the way as to who the real culprit is. I found the set up quite interesting. I used the misdirection to the fullest to keep the players guessing as to what they were really facing. [/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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