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<blockquote data-quote="SpellObjectEnthusiast" data-source="post: 9724997" data-attributes="member: 7031017"><p>Faction Play in KotB is very sparely detailed, given only a <em>single paragraph</em> across 36 pages mentioning the idea of turning the various factions against each other. The same section DISCOURAGES the GM from doing any kind of faction play if they have a larger party.</p><p></p><p>Meanwhile, the module is full of encounters where the GM is explicitly told to have the monsters attack the party on sight, including:</p><ul> <li data-xf-list-type="ul">The Lizardmen</li> <li data-xf-list-type="ul">The Mad Hermit</li> <li data-xf-list-type="ul">The Kobold Lair entrance</li> <li data-xf-list-type="ul">The Kobold Lair guards</li> <li data-xf-list-type="ul">The Kobold Lair common grounds</li> <li data-xf-list-type="ul">The Orc Lair entrance</li> <li data-xf-list-type="ul">The Orc Lair ambush</li> <li data-xf-list-type="ul">The Goblin Lair entrance</li> <li data-xf-list-type="ul">The Goblin Lair guard post</li> <li data-xf-list-type="ul">The imprisoned gnoll</li> <li data-xf-list-type="ul">The Hobgoblin Lair guard post</li> <li data-xf-list-type="ul">The trapped Hero</li> <li data-xf-list-type="ul">The stirge cave</li> <li data-xf-list-type="ul">The fire beetle cave</li> <li data-xf-list-type="ul">The minotaur</li> <li data-xf-list-type="ul">The Gnoll guard post</li> <li data-xf-list-type="ul">The skeleton rooms</li> <li data-xf-list-type="ul">The zombie rooms</li> <li data-xf-list-type="ul">The torture chamber</li> <li data-xf-list-type="ul">The medusa</li> </ul><p>Most of the other rooms not listed above may lack specific "attack on sight" directions, but they almost all have significant wordcounts describing how the various humanoids in the room wish to fight, and the valuables which can be looted off their corpses. </p><p></p><p>Very few rooms contain monsters which have explicit direction for negotions (namely, the Ogre, some of the prisoners/slaves, many of whom are written to then immediately betray the party) or contain anything other than humanoids to kill (very few traps, tricks, or puzzles to be found here).</p></blockquote><p></p>
[QUOTE="SpellObjectEnthusiast, post: 9724997, member: 7031017"] Faction Play in KotB is very sparely detailed, given only a [I]single paragraph[/I] across 36 pages mentioning the idea of turning the various factions against each other. The same section DISCOURAGES the GM from doing any kind of faction play if they have a larger party. Meanwhile, the module is full of encounters where the GM is explicitly told to have the monsters attack the party on sight, including: [LIST] [*]The Lizardmen [*]The Mad Hermit [*]The Kobold Lair entrance [*]The Kobold Lair guards [*]The Kobold Lair common grounds [*]The Orc Lair entrance [*]The Orc Lair ambush [*]The Goblin Lair entrance [*]The Goblin Lair guard post [*]The imprisoned gnoll [*]The Hobgoblin Lair guard post [*]The trapped Hero [*]The stirge cave [*]The fire beetle cave [*]The minotaur [*]The Gnoll guard post [*]The skeleton rooms [*]The zombie rooms [*]The torture chamber [*]The medusa [/LIST] Most of the other rooms not listed above may lack specific "attack on sight" directions, but they almost all have significant wordcounts describing how the various humanoids in the room wish to fight, and the valuables which can be looted off their corpses. Very few rooms contain monsters which have explicit direction for negotions (namely, the Ogre, some of the prisoners/slaves, many of whom are written to then immediately betray the party) or contain anything other than humanoids to kill (very few traps, tricks, or puzzles to be found here). [/QUOTE]
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