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How tough is City of the Spider Queen?
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<blockquote data-quote="rounser" data-source="post: 944227" data-attributes="member: 1106"><p>Calling "you can negotiate with the factions" or "you can disguise yourself" roleplaying features is a big cop-out of a defense for lack of roleplaying content or opportunity for meaningful decision making in a module, IMO.</p><p></p><p>Why?</p><p></p><p>You could do both these things in Keep on the Flipping Borderlands for flumphs' sake, it's truly scraping the bottom of the barrel of excuses for module poor design, IMO. RttToEE almost has an excuse because it was simulating the original...other modules have nowhere to hide.</p><p></p><p>Someone else mentioned that some NPCs had fantastic motivations, well - they're not worth a tinkers damn without hooks to help the DM bring them up in play, and kudos to the DM who works hard to attempt to find a way to do so without straining the bounds of believability. "Intruders, eh? No doubt you are unaware of my long time struggle with the ruling power here, which will be absolved as soon as the Crown of McGuffin is returned and my vengeance is wreaked upon my cousin. But first I must deal with you!" </p><p></p><p>It's a problem a lot of adventures have - fantastic backstory and/or cool background for NPCs which the DM knows about, but never enter play. Some Dungeon magazine adventures suffer from it - everything that happened makes perfect sense from the DM's point of view because he/she knows the backstory, but seems completely arbitrary to the players because the module doesn't involve a good reason to bring that knowledge to light.</p></blockquote><p></p>
[QUOTE="rounser, post: 944227, member: 1106"] Calling "you can negotiate with the factions" or "you can disguise yourself" roleplaying features is a big cop-out of a defense for lack of roleplaying content or opportunity for meaningful decision making in a module, IMO. Why? You could do both these things in Keep on the Flipping Borderlands for flumphs' sake, it's truly scraping the bottom of the barrel of excuses for module poor design, IMO. RttToEE almost has an excuse because it was simulating the original...other modules have nowhere to hide. Someone else mentioned that some NPCs had fantastic motivations, well - they're not worth a tinkers damn without hooks to help the DM bring them up in play, and kudos to the DM who works hard to attempt to find a way to do so without straining the bounds of believability. "Intruders, eh? No doubt you are unaware of my long time struggle with the ruling power here, which will be absolved as soon as the Crown of McGuffin is returned and my vengeance is wreaked upon my cousin. But first I must deal with you!" It's a problem a lot of adventures have - fantastic backstory and/or cool background for NPCs which the DM knows about, but never enter play. Some Dungeon magazine adventures suffer from it - everything that happened makes perfect sense from the DM's point of view because he/she knows the backstory, but seems completely arbitrary to the players because the module doesn't involve a good reason to bring that knowledge to light. [/QUOTE]
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