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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Dragon Reflections #83
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<blockquote data-quote="Celebrim" data-source="post: 9494284" data-attributes="member: 4937"><p>The Baba Yaga adventure is inventive in some ways but shows its age. It's probably at best half complete, as is typical with many early adventures it hand waves away even important features of the dungeon like the nature of traps and treasures and sometimes even occupants of the rooms (to say nothing of details descriptions of rooms) as being up to the DM. Even going by the guidelines, it wouldn't be a mistake to imagine that the dungeon has 100 to 200 magic items. It's long; its size being dictated by its geometric inspiration. The PC's are given little reason for being there and nothing in the way of an internal quest - it seems to be assumed to be enough that there are things to steal within - and the external quests provided except the rescue scenario give no particular reasons to explore the large dominion. Like the similar 'Tomb of Horrors' lots of things in the dungeon are made of obdurium and have the unlimited and ultimate power or durability, but unlike 'Tomb of Horrors' this is a grindy combat dungeon with a high-level monster guardian in just about every room. Like I6 Ravenloft, the most salient feature of the dungeon should be its powerful owner, but unlike I6 any motivation or agency by Baba Yaga is not described and is again left up to the DM. Unlike I6 or many published modules it doesn't have short blurbs written to describe each room, but it does at least go part way and have a checklist of features for each room the DM should remember to describe which is a good compromise I guess between "the GM should always be extemporaneous" and "the GM has tons going so lets reduce his cognitive workload".</p><p></p><p>Running this thing for me would take probably 20 to 40 hours of preparation just to get this up to a level I could use it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9494284, member: 4937"] The Baba Yaga adventure is inventive in some ways but shows its age. It's probably at best half complete, as is typical with many early adventures it hand waves away even important features of the dungeon like the nature of traps and treasures and sometimes even occupants of the rooms (to say nothing of details descriptions of rooms) as being up to the DM. Even going by the guidelines, it wouldn't be a mistake to imagine that the dungeon has 100 to 200 magic items. It's long; its size being dictated by its geometric inspiration. The PC's are given little reason for being there and nothing in the way of an internal quest - it seems to be assumed to be enough that there are things to steal within - and the external quests provided except the rescue scenario give no particular reasons to explore the large dominion. Like the similar 'Tomb of Horrors' lots of things in the dungeon are made of obdurium and have the unlimited and ultimate power or durability, but unlike 'Tomb of Horrors' this is a grindy combat dungeon with a high-level monster guardian in just about every room. Like I6 Ravenloft, the most salient feature of the dungeon should be its powerful owner, but unlike I6 any motivation or agency by Baba Yaga is not described and is again left up to the DM. Unlike I6 or many published modules it doesn't have short blurbs written to describe each room, but it does at least go part way and have a checklist of features for each room the DM should remember to describe which is a good compromise I guess between "the GM should always be extemporaneous" and "the GM has tons going so lets reduce his cognitive workload". Running this thing for me would take probably 20 to 40 hours of preparation just to get this up to a level I could use it. [/QUOTE]
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