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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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Introducing more roleplaying (review)
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 679626" data-attributes="member: 5868"><p>In another thread, we were dicussing good introductory modules, and someone suggested a *.pdf product that I hadn't seen before. I checked it out, and was quite impressed that it was a product that could be used to interject more roleplaying into your games.</p><p></p><p>Since several folks have posted in the past about getting away from hack 'n slash a bit, I thought it was worthwhile to post a review of the product. I put it up over on the reviews section (my first review. Yay!), but I figured I'd post it here for other discussion. </p><p></p><p></p><p><em>The Whispering Woodwind </em>by Creative Mountain Games (CMG) is a d20 system adventure designed for 2d level characters. It is set in Creative Mountain Games’ World of Revloc, though it could easily be adapted to any campaign setting by simply changing the names of the locations. The adventure would easily fit into a coastal setting close to a medium-sized or larger town.</p><p></p><p>The Whispering Woodwind uses both site- and event-based encounters to develop its story. The adventure begins in the town of Jalston, where in reacting to a local emergency the party meets an innkeeper with a problem. Eventually, the adventurers are hired to recover an item from the inn’s former bard, and are led on a merry chase down the coast. On the way, they meet a number of colorful inhabitants, and eventually find a small hamlet with troubles of its own, where the adventure climaxes.</p><p></p><p>The great strength of this adventure is the depth of the setting and the development of the non-player characters the adventuring party will encounter. CMG has gone to great lengths to create vivid, interesting NPCs that the game master can portray in a realistic manner. Each of the primary NPCs is described using CMG’s “PROSE” system, which rates each character’s outlook in terms of view on Politics, Religion, Others, Self, and Economics, along with some basic character traits. With a little study of the system, the GM use these NPCs and their surroundings to create a living locale in which to base a campaign with a great deal of realism and internal consistency.</p><p></p><p>The adventure also makes good use of boxed text both for encounter descriptions and to provide suggestions for the game master. Its handling of skill checks in roleplay is particularly effective, with a number of possible responses for each situation mapped out depending on how players handle each encounter. This assistance is invaluable for a relatively novice GM who is attempting to introduce more roleplay and character interaction into his or her game.</p><p></p><p>Another strength is the scaling of the adventure. Tough designed for 2d level characters, each encounter provides a sidebar on “Adjusting the Bar”, enabling the encounter to be easily scaled for levels 1-4, or to adjust if the party is having too easy or too difficult a time with the encounter.</p><p></p><p>The Whispering Woodwind is not a hack-and-slash dungeon exploration. While there are several combat encounters, the adventure provides many encounters that can best be handled with shrewd roleplay. The setting for the adventure is relatively low fantasy – most of the encounters are with animals or humainoids in a civilized setting. The overall feel is more gritty and realistic than some of the more high-magic, high-monster adventure offerings.</p><p></p><p>The adventure includes a brief supplement that outlines a culture called the Trundlefolk, nomadic bands of people reminiscent of gypsies. The supplement provides two complete NPC classes for the Trundlefolk, and this culture could easily be imported into any campaign.</p><p></p><p>The Whispering Woodwind does have a couple of challenges a prospective GM should be prepared for. Though many of the encounters are event-based, the exact timeline is left to the GM to develop. The GM should be familiar with combat-based rules. Though a great deal of effort is spent providing help for relatively novice GMs to better roleplay NPCs, other encounters still require some basic proficiency. Because of the detail provided, the GM should also be sure to study the links between events carefully, to be better prepared to transition from one to another. At least one significant encounter is not directly relevant to the basic adventure plot, but could be used to develop a number of interesting future adventures. </p><p></p><p>Lastly, the town of Jalston in which the adventure begins is not described – there is a $1 player download from CMG that gives some good basic background, and a full DM‘s treatment of the town is forthcoming. This might pose a challenge for a GM whose players decide they want to spend some time in town before proceeding on the adventure. Taken together, the town of Jalston and this adventure provide an excellent starting point for a low-level campaign in a believable setting with richly developed NPCs.</p><p></p><p>I would recommend this adventure to GMs who are looking to introduce their gaming group to a higher quality of roleplay, to GMs looking to improve their own handling of NPCs, or to those looking for a nicely developed setting for starting a low-level campaign. For the $5 price, one can mine this product for a host of good ideas, encounters, and NPCs, even if the full adventure is never played.</p><p></p><p>Rated 4 stars out of 5 for great characters and roleplay opportunities, though requiring some additional work for DMs to execute event-based portions.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 679626, member: 5868"] In another thread, we were dicussing good introductory modules, and someone suggested a *.pdf product that I hadn't seen before. I checked it out, and was quite impressed that it was a product that could be used to interject more roleplaying into your games. Since several folks have posted in the past about getting away from hack 'n slash a bit, I thought it was worthwhile to post a review of the product. I put it up over on the reviews section (my first review. Yay!), but I figured I'd post it here for other discussion. [i]The Whispering Woodwind [/i]by Creative Mountain Games (CMG) is a d20 system adventure designed for 2d level characters. It is set in Creative Mountain Games’ World of Revloc, though it could easily be adapted to any campaign setting by simply changing the names of the locations. The adventure would easily fit into a coastal setting close to a medium-sized or larger town. The Whispering Woodwind uses both site- and event-based encounters to develop its story. The adventure begins in the town of Jalston, where in reacting to a local emergency the party meets an innkeeper with a problem. Eventually, the adventurers are hired to recover an item from the inn’s former bard, and are led on a merry chase down the coast. On the way, they meet a number of colorful inhabitants, and eventually find a small hamlet with troubles of its own, where the adventure climaxes. The great strength of this adventure is the depth of the setting and the development of the non-player characters the adventuring party will encounter. CMG has gone to great lengths to create vivid, interesting NPCs that the game master can portray in a realistic manner. Each of the primary NPCs is described using CMG’s “PROSE” system, which rates each character’s outlook in terms of view on Politics, Religion, Others, Self, and Economics, along with some basic character traits. With a little study of the system, the GM use these NPCs and their surroundings to create a living locale in which to base a campaign with a great deal of realism and internal consistency. The adventure also makes good use of boxed text both for encounter descriptions and to provide suggestions for the game master. Its handling of skill checks in roleplay is particularly effective, with a number of possible responses for each situation mapped out depending on how players handle each encounter. This assistance is invaluable for a relatively novice GM who is attempting to introduce more roleplay and character interaction into his or her game. Another strength is the scaling of the adventure. Tough designed for 2d level characters, each encounter provides a sidebar on “Adjusting the Bar”, enabling the encounter to be easily scaled for levels 1-4, or to adjust if the party is having too easy or too difficult a time with the encounter. The Whispering Woodwind is not a hack-and-slash dungeon exploration. While there are several combat encounters, the adventure provides many encounters that can best be handled with shrewd roleplay. The setting for the adventure is relatively low fantasy – most of the encounters are with animals or humainoids in a civilized setting. The overall feel is more gritty and realistic than some of the more high-magic, high-monster adventure offerings. The adventure includes a brief supplement that outlines a culture called the Trundlefolk, nomadic bands of people reminiscent of gypsies. The supplement provides two complete NPC classes for the Trundlefolk, and this culture could easily be imported into any campaign. The Whispering Woodwind does have a couple of challenges a prospective GM should be prepared for. Though many of the encounters are event-based, the exact timeline is left to the GM to develop. The GM should be familiar with combat-based rules. Though a great deal of effort is spent providing help for relatively novice GMs to better roleplay NPCs, other encounters still require some basic proficiency. Because of the detail provided, the GM should also be sure to study the links between events carefully, to be better prepared to transition from one to another. At least one significant encounter is not directly relevant to the basic adventure plot, but could be used to develop a number of interesting future adventures. Lastly, the town of Jalston in which the adventure begins is not described – there is a $1 player download from CMG that gives some good basic background, and a full DM‘s treatment of the town is forthcoming. This might pose a challenge for a GM whose players decide they want to spend some time in town before proceeding on the adventure. Taken together, the town of Jalston and this adventure provide an excellent starting point for a low-level campaign in a believable setting with richly developed NPCs. I would recommend this adventure to GMs who are looking to introduce their gaming group to a higher quality of roleplay, to GMs looking to improve their own handling of NPCs, or to those looking for a nicely developed setting for starting a low-level campaign. For the $5 price, one can mine this product for a host of good ideas, encounters, and NPCs, even if the full adventure is never played. Rated 4 stars out of 5 for great characters and roleplay opportunities, though requiring some additional work for DMs to execute event-based portions. [/QUOTE]
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