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Frustration with KotSF and pacing
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<blockquote data-quote="Kobold Boots" data-source="post: 5728907" data-attributes="member: 92239"><p>When our group ran KoTSF it took a good three months of playing every other week for 8 hours at a go. We were learning 4e at the time and we're still playing through the module run, though we've taken breaks for other games, we're halfway through the Pyramid of Shadows now and really enjoyed the Thunderspire Labryinth.</p><p></p><p>So here's my gripes with KoTSF and they're not really gripes as much as what I consider an experienced DM's pain points. I did change many things.</p><p></p><p>1. I decided to use the Orcus conversion for the plotline such that I could better tie together the modules. There's a link somewhere on the forums for this.</p><p></p><p>2. I decided to tie every character to one of the hooks from the outset and gave each player a brief on what they knew about the Nentir Vale and who their friends were as well as the rumors about the keep and the tie in of the former knightly guard of the keep into the campaign's history to those characters that had four ranks in history. </p><p></p><p>3. I decided that the leadership of winterhaven was largely incompetent and propped up by secondary allegiances. This became clear to the players when one of the characters died, and couldn't be raised immediately. The characters they hired from the local adventuring population (all two of them to choose from) each had their own ties in.</p><p></p><p>So as you can tell the problem with the story of the module is that it's choppy. The flavor is there to really make something special out of it and I'd love to run it again now that I've done it once. Mechanically the stats are MM1 worthy and new classes will burn through the encounters but I can absolutely guarantee that you can kill players if you want with the kobold lair encounter. We almost had a TPK there with a five person group because the party didn't handle the terrain well.</p><p></p><p>Back to story, putting the time in to setting up the characters with key information kept things moving and helped make sense of the piece.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 5728907, member: 92239"] When our group ran KoTSF it took a good three months of playing every other week for 8 hours at a go. We were learning 4e at the time and we're still playing through the module run, though we've taken breaks for other games, we're halfway through the Pyramid of Shadows now and really enjoyed the Thunderspire Labryinth. So here's my gripes with KoTSF and they're not really gripes as much as what I consider an experienced DM's pain points. I did change many things. 1. I decided to use the Orcus conversion for the plotline such that I could better tie together the modules. There's a link somewhere on the forums for this. 2. I decided to tie every character to one of the hooks from the outset and gave each player a brief on what they knew about the Nentir Vale and who their friends were as well as the rumors about the keep and the tie in of the former knightly guard of the keep into the campaign's history to those characters that had four ranks in history. 3. I decided that the leadership of winterhaven was largely incompetent and propped up by secondary allegiances. This became clear to the players when one of the characters died, and couldn't be raised immediately. The characters they hired from the local adventuring population (all two of them to choose from) each had their own ties in. So as you can tell the problem with the story of the module is that it's choppy. The flavor is there to really make something special out of it and I'd love to run it again now that I've done it once. Mechanically the stats are MM1 worthy and new classes will burn through the encounters but I can absolutely guarantee that you can kill players if you want with the kobold lair encounter. We almost had a TPK there with a five person group because the party didn't handle the terrain well. Back to story, putting the time in to setting up the characters with key information kept things moving and helped make sense of the piece. [/QUOTE]
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