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<blockquote data-quote="Retreater" data-source="post: 5126528" data-attributes="member: 42040"><p>I'll echo a lot of what people have already stated here.</p><p>1) more diversity in opponents, locales</p><p>2) shorter dungeons with fewer combat encounters per module</p><p> </p><p>The modules as written now, when we game 2 times per month and we finish an average of 3 encounters a night (on a good night), can easily take us more than 6 months. (If we gamed weekly, it would still be 3 months.) That is way too long, and the players want something with a faster payoff, more immediate gratification.</p><p> </p><p>I'll come out against the chorus of "add more story." I think that story is the function of the DM and the group to add. But I think that if you create compelling NPCs and villains and give them interesting locales, the story will evolve from that. (30 pages of fluff text in a module is just for the DM and rarely gets used by most players. If DMs want that, they should purchase a Salvatore novel, not an adventure novel.)</p><p> </p><p>I think that modules should be playtested. I have run into problems in Keep on the Shadowfell and in Rivenroar module. There are some encounters that are nigh impossible and can easily result in a TPK (Irontooth in KotSF is one of them). A few tough encounters is fine, but don't over-rely on these ... and certainly don't make them vitally important to "winning" the adventure.</p><p> </p><p>Retreater</p></blockquote><p></p>
[QUOTE="Retreater, post: 5126528, member: 42040"] I'll echo a lot of what people have already stated here. 1) more diversity in opponents, locales 2) shorter dungeons with fewer combat encounters per module The modules as written now, when we game 2 times per month and we finish an average of 3 encounters a night (on a good night), can easily take us more than 6 months. (If we gamed weekly, it would still be 3 months.) That is way too long, and the players want something with a faster payoff, more immediate gratification. I'll come out against the chorus of "add more story." I think that story is the function of the DM and the group to add. But I think that if you create compelling NPCs and villains and give them interesting locales, the story will evolve from that. (30 pages of fluff text in a module is just for the DM and rarely gets used by most players. If DMs want that, they should purchase a Salvatore novel, not an adventure novel.) I think that modules should be playtested. I have run into problems in Keep on the Shadowfell and in Rivenroar module. There are some encounters that are nigh impossible and can easily result in a TPK (Irontooth in KotSF is one of them). A few tough encounters is fine, but don't over-rely on these ... and certainly don't make them vitally important to "winning" the adventure. Retreater [/QUOTE]
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