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GenCon 2007 - Experience of a newbie Con goer
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<blockquote data-quote="Erithtotl" data-source="post: 3715297" data-attributes="member: 1971"><p>The adventure only works if you throw logic out of the window. The ladder past the trapdoor is literally hundreds of feet high. In ANY OTHER D&D adventure, traversing a 300 foot high ladder while being chased by monsters and spell casters is a sure recipe for suicde. That the module is written to have the monsters stop stupidly at the top of the ladder in nonsensical. The fact that you figured out the gimmick was swell for you, but my problem is that if the adventure is designed throwing logic out the window, then how is that D&D? The fact that the box text said our goal was the trap door in no way gives an indication that every monster will stop chasing you once you exit through the door.</p><p></p><p>As for the other three points, two of them have nothing to do with the compeditive nature of the open. I realize everyone is playing the same characters. Maybe I just don't enjoy playing badly designed ones (and I was pointing out that all the judges thought the characters were terrible). Second, I thought that leveling up the characters would keep things a little fresher and more interesting going from round to round.</p><p></p><p>As for different judges, there is definitely some element left up to the judge on whether they give you hints or not. For example, our first round judge told us there would be no resting, while the 2nd round judge refused to comment. Small things like that can make a big difference. So if one judge emphasizes the trap door more than another, or clarifies that the monsters streaming in appear to be a magical effect (as I mentioned, it wasn't even clear to us that they were being teleported in until we asked the GM 4 rounds in), or grants listen checks to the party to locate the invisible mage, it can change an entire encounter. I'm not saying our judge was bad, but rather the adventure better explicitly state what should and should not be stressed to the PCs, otherwise in an encounter with such a razor thin margin of error, a small misunderstanding could be what advances one group over another.</p></blockquote><p></p>
[QUOTE="Erithtotl, post: 3715297, member: 1971"] The adventure only works if you throw logic out of the window. The ladder past the trapdoor is literally hundreds of feet high. In ANY OTHER D&D adventure, traversing a 300 foot high ladder while being chased by monsters and spell casters is a sure recipe for suicde. That the module is written to have the monsters stop stupidly at the top of the ladder in nonsensical. The fact that you figured out the gimmick was swell for you, but my problem is that if the adventure is designed throwing logic out the window, then how is that D&D? The fact that the box text said our goal was the trap door in no way gives an indication that every monster will stop chasing you once you exit through the door. As for the other three points, two of them have nothing to do with the compeditive nature of the open. I realize everyone is playing the same characters. Maybe I just don't enjoy playing badly designed ones (and I was pointing out that all the judges thought the characters were terrible). Second, I thought that leveling up the characters would keep things a little fresher and more interesting going from round to round. As for different judges, there is definitely some element left up to the judge on whether they give you hints or not. For example, our first round judge told us there would be no resting, while the 2nd round judge refused to comment. Small things like that can make a big difference. So if one judge emphasizes the trap door more than another, or clarifies that the monsters streaming in appear to be a magical effect (as I mentioned, it wasn't even clear to us that they were being teleported in until we asked the GM 4 rounds in), or grants listen checks to the party to locate the invisible mage, it can change an entire encounter. I'm not saying our judge was bad, but rather the adventure better explicitly state what should and should not be stressed to the PCs, otherwise in an encounter with such a razor thin margin of error, a small misunderstanding could be what advances one group over another. [/QUOTE]
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