Goodman Games' DDC writer Harley Stroh on Áereth

Whizbang Dustyboots

Gnometown Hero
Sitara said:
But their adventures, from what I can gather, are krawls. (and are meatn to be I know)> They don't offer a fullfilling roleplaying experiance for those looking for something deeper than just hacking their way to the end. (which can be fun, but for many its a chore)
Every DCC I've run for my groups has had plenty of roleplaying. Don't take the name too seriously.
 
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Vradna

First Post
Filcher said:
For me, this is what the world set (DCC #35) brings. A cohesive, role-playable world, with memorable characters and places to place adventures in.

Plus it came with 2 kewl krawls. ;)


Yeah! The Thief Lord's Vault. Best Crawl Ever!! I slotted it into Savage Tide as a side quest with my current group, even giving the players some other DCC adventures as options. They loved it!
 


vagabundo

Adventurer
Scribble said:
The problem with designing significant "roleplaying" moments in adventures (in my opinion) is that roleplaying is not rules driven. It's the just because someone is nice doesn't mean I have to like him.

For instance I remember there was an old adventure designed for Basic D&D (don't remember the name or much of the plot) that was about gladiators and the pcs being captured and forced to become gladiators... A significant portion of the module was devoted to what happens when players become friends with a few of the NPC gladiators...

Great... so when my xenophobic suspicious of everyone not in the party group of players got into the adventure the last thing on their mind was making friends... It pretty much stopped the module's usefulness (aside from a map and setup) dead in it's tracks. (as all the encounters written relied on the fact that the pcs were friends with said gladiators...)

Give me a basic background, stats, and some npcs that have a personality fleshed out and leave the story to my group thanks.


That sounds like one of the early Dark Sun adventure, Freedom or Road to Urik...
 


Jan van Leyden

Adventurer
Flynn said:
The more examples of good RP-oriented adventures that you can provide, the easier it would be for someone to use them as part of a learning curve to become better RP-oriented adventure writers themselves.
To see the most outstanding examples, you'll have to look beyond D&D and way back in time:

Masks of Nyarlathotep for Call of Chtulhu

The Enemy Within for Warhammer Fantasy Roleplay (1st edition)

Note that both examples are campaings and not single adventures. Both gave you a tremendous feeling of a story which developed regardless of PC actions, but also reacting to those actions.

The prime element in these campaigns is the adventure Power Behind the Throne from The Enemy Within. It takes place in city during a week-long festival. More than 20 movers and shakers of the city and the events therein are detailled complete with their personalities, motivations, relations to each other and timeline.

True, PBtT can be a nightmare to run. But if you succeed it will definitely be one of the most memorable adventures you have ever presented to your players.

---
Huldvoll

Jan van Leyden
 

Kelon

First Post
Most Warhammer Adventures includes a lot of talking and thinking. There are some great murder mysteries . I would recommend Rough Night at the Three Feathers. (Plundered Vaults Anthology)
I would love to see not only DC Adventures for D&D.
 




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