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First-Time DM - Keep on the Shadowfell
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<blockquote data-quote="TerraDave" data-source="post: 5164438" data-attributes="member: 22260"><p>KoTS is meant to be the 4E version of an old school dungeon crawl. This means, yes, lots of combat. If you were doing 2E realms with Greyhawk, FR, or a classic style homebrew and like fighting, probably ok. If you were running a more story oriented game and liked that, could be a problem. </p><p></p><p>The strengths:</p><p>Winterhaven: simple homebase with just enough to keep it interesting,</p><p>The Postermaps, if you have them,</p><p>Monster stats right there! (this is true for all WotC 4E stuff)</p><p>The little classic touches here and there</p><p>(not quite as strong but) The backstory and the ways the players can learn about it</p><p></p><p>Weakness</p><p>Fight, fight, fight. If you are playing frequently and like a tactical game, this might be a strength.</p><p>No so much story...outside the deep backstory...this is very much "location based" (though stuff does happen outside the main dungeon) again, this can be a strength</p><p>The hidden master. Also sort of old school (and pretty common in general) you players will learn about the main bad guy, but won't meet him till the end. And he won't do much till then. </p><p>More classic, then original: I thought the module had some nice little touches, but not really a breakthrough in any sense.</p><p></p><p>If, back in the day, you would run old modules and adopt them by putting in more story and maybe cutting back on the hack and slash a little, its the same thing here. And ya, the fight with the kobolds at there homebase, deadly.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5164438, member: 22260"] KoTS is meant to be the 4E version of an old school dungeon crawl. This means, yes, lots of combat. If you were doing 2E realms with Greyhawk, FR, or a classic style homebrew and like fighting, probably ok. If you were running a more story oriented game and liked that, could be a problem. The strengths: Winterhaven: simple homebase with just enough to keep it interesting, The Postermaps, if you have them, Monster stats right there! (this is true for all WotC 4E stuff) The little classic touches here and there (not quite as strong but) The backstory and the ways the players can learn about it Weakness Fight, fight, fight. If you are playing frequently and like a tactical game, this might be a strength. No so much story...outside the deep backstory...this is very much "location based" (though stuff does happen outside the main dungeon) again, this can be a strength The hidden master. Also sort of old school (and pretty common in general) you players will learn about the main bad guy, but won't meet him till the end. And he won't do much till then. More classic, then original: I thought the module had some nice little touches, but not really a breakthrough in any sense. If, back in the day, you would run old modules and adopt them by putting in more story and maybe cutting back on the hack and slash a little, its the same thing here. And ya, the fight with the kobolds at there homebase, deadly. [/QUOTE]
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First-Time DM - Keep on the Shadowfell
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