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<blockquote data-quote="Erratic K" data-source="post: 1380468" data-attributes="member: 14360"><p>Iron Satyr was a good adventure...</p><p></p><p>The name put me off (and so did the cover art), but these were the good elements:</p><p></p><p>1) lots of small locations ( My group and I prefer several small areas with lots of stuff to do as opposed to a map with locations 1-50). My adventures are usually like this.</p><p></p><p>2) the small locations are different, the players felt like they were "getting somewhere". The exact opposite of the ToEE Crater Ridge Mines part....and most mega adventures.</p><p></p><p>3) plenty of different things to do, combat, investigation, etc.</p><p></p><p>4) the players determine the plot (no deus ex machina, no uber NPC's)</p><p></p><p>5) some interesting NPC's </p><p></p><p>6) an acceptable plot, fortunately only one of my players is a plot hole freak.</p><p></p><p> Unfortunately my players also thought of bizarre things to do, like stake out the square etc.. They really disrupted the suggested plot for the first area, at least their tactics didn't affect the later areas very much.</p><p></p><p>There really weren't too many bad things. My players figuring things our early, the stakeout, and becoming a little inclined to attack anything after the demonic connection came out were the worst problems to mitigate.</p><p></p><p>Otherwise I thought it was a pretty sound little adventure.</p><p></p><p>-E</p></blockquote><p></p>
[QUOTE="Erratic K, post: 1380468, member: 14360"] Iron Satyr was a good adventure... The name put me off (and so did the cover art), but these were the good elements: 1) lots of small locations ( My group and I prefer several small areas with lots of stuff to do as opposed to a map with locations 1-50). My adventures are usually like this. 2) the small locations are different, the players felt like they were "getting somewhere". The exact opposite of the ToEE Crater Ridge Mines part....and most mega adventures. 3) plenty of different things to do, combat, investigation, etc. 4) the players determine the plot (no deus ex machina, no uber NPC's) 5) some interesting NPC's 6) an acceptable plot, fortunately only one of my players is a plot hole freak. Unfortunately my players also thought of bizarre things to do, like stake out the square etc.. They really disrupted the suggested plot for the first area, at least their tactics didn't affect the later areas very much. There really weren't too many bad things. My players figuring things our early, the stakeout, and becoming a little inclined to attack anything after the demonic connection came out were the worst problems to mitigate. Otherwise I thought it was a pretty sound little adventure. -E [/QUOTE]
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