[Dungeon #97] The new adventure line?

It's a good adventure, I think, and I'm pretty excited about the whole Adventure Path thing. The map is still one of my big pet peeves (actually it combines two of them! The 'cookie-cutter' feel to the computer artwork and the idea of 'shading' the map. It makes the 'shaded' area very hard to read). The drawing of the crater city was actually very helpful; those ramps are ramps and not just trails.
 

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Krug said:
Yeap looks really good. However....
[use mouse to highlight text - spoiler!]
.. it seemed to break one of the cardinal rules of Dungeon Adventures guidelines which was the use of children.

We actually broke two "cardinal rules" of DUNGEON Magazine adventure design with this module. [Spoilers below]



Children play an important part of the adventure, and the PCs embark on a mission to find kidnapping victims. That said, these rules were never intended to be unbreakable. We generally discourage people from using children as a plot device because too often, folks get carried away and start treating them like other NPCs. When a farmer gets killed by the bad guy, nobody blinks. But when the farmer's baby gets it, that can be a touchy area. It's easier to just say, "no children" than "no children, except . . ." and spell out all the corner cases where we'd make an exception. In this case, Chris Perkins was well aware of the uncrossable line and avoided it in a professional fashion.

As for kidnapping, we generally discourage folks from using that plot device because it's been done so often before. But, like other adventure cliches, when it's presented with some sort of twist, we're always happy to take a look. Again, Chris's insider knowledge (although I will point out that we spell this out in our writer's guidelines) allowed him to sidestep this common no-no.

I'm really happy with this module, and just as thrilled with the second. "Flood Season," by James Jacobs will appear in issue #98. After that, we'll have a three or four issue break before the next module (remember, that's now only 3–4 months) to focus on issue #100. Ted Stark is writing the third installment, which I've tentatively scheduled for issue #102.
 


I've got the module text 4/5 scanned in already . . .

I subscribed to Dungeon just for the adventure path series. I'm very pleased at this point.

Now if only I had a group to run through it . . .

-- tmaaas
 

Want to know what I really like about it? Well.... I'm going to tell you anyway. :p







[Spoilers]





1. City adventure. We get FAR to few of these.

2. Unique city. The geography alone makes me want to use it.

3. Role-Playing. There looks to be about a 60/40 split between combat and role-playing. I love this. Almost all modules focus entirelly on the dungeon crawl. I love the balance that Lifes Bazaar has and I hope the rest of them have the same.

4. Good story. I cans see where this is going and I like it.

5. Gritty. This module seems to be a bit darker than most. Good. I want something to put my Book of Vile Darkness to use.

6. Gorgeous artwork and maps. Nuff said.


Dislikes...

Only one really. There seems to be a remarkable lack of humans in the module. This is a matter of taste of course, but it seems like almost every NPC is either a halfling, a gnome, or a dwarf. I prefer my games to have a population of about 85% human and 15% everything else. Like I said though, this is just a matter of taste.
 

The next module in the series features a significant amount of roleplaying, as well. It takes place partly in the city, but PCs also get their first taste of the environs ouside Cauldron. It also features a mix of site- and event-based adventuring, although the PCs get tossed pretty much right into the mix from day one. We're going to continue to mix up the adventure themes and plots as the Adventure Path continues. Hopefully, each module will contain something for just about everyone.
 

Chris, this sounds really, really great. I might even just be able to forgive you for it not being set in Greyhawk. ;)

Arrrggghhh!!!! I've just started two new campaigns. It's going to be months before I can run these modules.

(Just as well - there will be a chance for more to come out, first!)

Cheers!
 


    Yeah, I've gotta agree with the crowd here. Life's Bazaar is a really good adventure. After reading that Dungeon was doing an Adventure Path series, I was less than excited. I felt that most of the original Adventure Path series of adventures were lackluster, at best (although Sunless Citadel is a good intro adventure, and both Lord of the Iron Fortress and Bastion of Broken Souls have some great ideas). However, if Life's Bazaar is any indication, I am really looking forward to all the rest of Dungeon's Adventure Path...

Thanks,
    Jason
 


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