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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6242785" data-attributes="member: 6681948"><p>As I said, I think modules that allow for that approach are scarce. Why? Because they have to follow multiple possible threads. Let's assume there are four factions, all of whom are incompatible. A module which is written on the expectation the PC's will ally with one and oppose the other three can be written only from that perspective. One that allows for all four possibilities provides a lot more depth (presumably there must be pros and cons to all four groups, not "the obvious heroes and three clear villains") and a lot more scope for role playing of character choices. But they also have to write in all four possibilities, only one of which will actually be played through. As well, even that is probably not enough. Do we not also need to consider the possibility the PC's change alliances over the course of the scenario, choose to ally with none of the four, try to broker an alliance between two or more of the four (and perhaps those alliances also shift over the course of the scenario) or simply walk away from all these politics and go somewhere else, skipping the module entirely? That's a lot of material that will not be used (but which takes up space in the module, and which the purchaser had to pay for). </p><p></p><p>And, if I assume we want to market this to both gamers like yourself who want all action to focus on the PC's, and those who favour a more "living world" approach, the module also needs to cover what the various factions will do outside of interaction with the PC's, and how their plans may change and evolve based on the activities of the PC's. That is material you won't use, of course, so you will not get value from its inclusion, but its absence will be noted and unappreciated by gamers who want those "living NPC's".</p><p></p><p>Really, I think I'd present that more as a setting for a series of adventures to be developed by the GM based on the approach the players take, providing the details of the various characters and factions before the PC's arrive to upset their delicate equilibrium, and the actions the key factions and NPC's might likely take to recruit the PC's, dissuade them from allying with other factions and/or respond to them allying with other factions.</p><p></p><p>Are you referring to <a href="http://www.enworld.org/forum/showthread.php?304992-P2-Demon-Queen-s-Enclave-so-this-is-the-best-WotC-module-really-!" target="_blank">this P2</a>? If so, it appears the module is not universally viewed positively, but you've also only commented on one aspect, so you may not view it as a great module overall either. And, as set out above, a module with lots of choice in that regard is, at least in my view, much tougher to write.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6242785, member: 6681948"] As I said, I think modules that allow for that approach are scarce. Why? Because they have to follow multiple possible threads. Let's assume there are four factions, all of whom are incompatible. A module which is written on the expectation the PC's will ally with one and oppose the other three can be written only from that perspective. One that allows for all four possibilities provides a lot more depth (presumably there must be pros and cons to all four groups, not "the obvious heroes and three clear villains") and a lot more scope for role playing of character choices. But they also have to write in all four possibilities, only one of which will actually be played through. As well, even that is probably not enough. Do we not also need to consider the possibility the PC's change alliances over the course of the scenario, choose to ally with none of the four, try to broker an alliance between two or more of the four (and perhaps those alliances also shift over the course of the scenario) or simply walk away from all these politics and go somewhere else, skipping the module entirely? That's a lot of material that will not be used (but which takes up space in the module, and which the purchaser had to pay for). And, if I assume we want to market this to both gamers like yourself who want all action to focus on the PC's, and those who favour a more "living world" approach, the module also needs to cover what the various factions will do outside of interaction with the PC's, and how their plans may change and evolve based on the activities of the PC's. That is material you won't use, of course, so you will not get value from its inclusion, but its absence will be noted and unappreciated by gamers who want those "living NPC's". Really, I think I'd present that more as a setting for a series of adventures to be developed by the GM based on the approach the players take, providing the details of the various characters and factions before the PC's arrive to upset their delicate equilibrium, and the actions the key factions and NPC's might likely take to recruit the PC's, dissuade them from allying with other factions and/or respond to them allying with other factions. Are you referring to [URL="http://www.enworld.org/forum/showthread.php?304992-P2-Demon-Queen-s-Enclave-so-this-is-the-best-WotC-module-really-!"]this P2[/URL]? If so, it appears the module is not universally viewed positively, but you've also only commented on one aspect, so you may not view it as a great module overall either. And, as set out above, a module with lots of choice in that regard is, at least in my view, much tougher to write. [/QUOTE]
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