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Gangs, Glitterspice & Hostages
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<blockquote data-quote="Joseph Rossow" data-source="post: 3497193" data-attributes="member: 51615"><p>Wow, thanks for all the replies!</p><p></p><p>I suppose there is a lot of room for improvement here, but unfortunately as Piratecat has pointed out the entire adventure hinges on the taking of the hostage in the beginning. I suppose a more diplomatic hook, as opposed to violent, might work better.</p><p></p><p>As far as the hostage themselves, I really want to leave that in the hands of the dungeon master. Ultimately, I, the module writer, have no way of telling or predicting exactly who is going to be the *perfect* hostage canidate for a particular group. But I did try to provide some suggestions, which I suppose could be expanded to introduce a hostage canidate, should none exist.</p><p></p><p>What I like about taking a hostage right in front of the players is they get to see it happen, with all the drama and tension it brings. However, I should note that the whole "abduction from the Inn" is a possibility. In fact, I also intend to write a sort of "rough-outline" or "flowchart" for the action of the module.</p><p></p><p>As for the response from the officials, which has been considerably criticised, part of it has to do with the role of both organizations, which I suppose ought to be better defined. The situation is supposed to be straight forward. It's up to the adventurers to rescue their friend. Magic, in general, greatly complicates this situation.</p><p></p><p>To sum up it sounds like I need to:</p><p>- Revise the Hook</p><p>- Introduce a potential hostage</p><p>- Provide an Outline or Flow-chart for the events</p><p>- Revise the response from the Officials</p><p></p><p>As for the Water Wizards (and their elemental receptionist), going into full detail on this organization could be a module of its own, but I'm leaving the Water Elemental as a receptionist. If you don't like it, replace it with a talking dolphin, that'd be a good alternative. He could be a wizard too. You know, dolphins are very intelligent. Lots of bonus spells. They have trouble with the somatic parts though.</p><p></p><p>The Water Wizards are just a Port Janus thing. It could be any organization in whichever city the Dungeon Master choses.</p><p></p><p>Sorry for the ranting, and thanks for the reviews, I'll start getting this thing revised and up to par.</p></blockquote><p></p>
[QUOTE="Joseph Rossow, post: 3497193, member: 51615"] Wow, thanks for all the replies! I suppose there is a lot of room for improvement here, but unfortunately as Piratecat has pointed out the entire adventure hinges on the taking of the hostage in the beginning. I suppose a more diplomatic hook, as opposed to violent, might work better. As far as the hostage themselves, I really want to leave that in the hands of the dungeon master. Ultimately, I, the module writer, have no way of telling or predicting exactly who is going to be the *perfect* hostage canidate for a particular group. But I did try to provide some suggestions, which I suppose could be expanded to introduce a hostage canidate, should none exist. What I like about taking a hostage right in front of the players is they get to see it happen, with all the drama and tension it brings. However, I should note that the whole "abduction from the Inn" is a possibility. In fact, I also intend to write a sort of "rough-outline" or "flowchart" for the action of the module. As for the response from the officials, which has been considerably criticised, part of it has to do with the role of both organizations, which I suppose ought to be better defined. The situation is supposed to be straight forward. It's up to the adventurers to rescue their friend. Magic, in general, greatly complicates this situation. To sum up it sounds like I need to: - Revise the Hook - Introduce a potential hostage - Provide an Outline or Flow-chart for the events - Revise the response from the Officials As for the Water Wizards (and their elemental receptionist), going into full detail on this organization could be a module of its own, but I'm leaving the Water Elemental as a receptionist. If you don't like it, replace it with a talking dolphin, that'd be a good alternative. He could be a wizard too. You know, dolphins are very intelligent. Lots of bonus spells. They have trouble with the somatic parts though. The Water Wizards are just a Port Janus thing. It could be any organization in whichever city the Dungeon Master choses. Sorry for the ranting, and thanks for the reviews, I'll start getting this thing revised and up to par. [/QUOTE]
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