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Is it cheesy to power down monsters? Also, has anyone done "Them Apples" from Dungeon #48?
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<blockquote data-quote="Quickleaf" data-source="post: 9264387" data-attributes="member: 20323"><p>I have not run that one! His work has touches of whimsy to it & often includes a (smart) option to "talk to the monsters" - I think those are common threads you can see in his adventures.</p><p></p><p>Btw, I've run a bunch of Chris Perkins stuff from Dungeon mag converted as 5e one-shots:</p><ul> <li data-xf-list-type="ul"><em>Wards of the Witching Ways</em> #11 (his first adventure! I spiced it up a bit)</li> <li data-xf-list-type="ul"><em>A Wizard's Fate</em> #37 (little classic dungeon)</li> <li data-xf-list-type="ul"><em>Redcap's Rampage</em> #54 (tons of fun and hilarity)</li> <li data-xf-list-type="ul"><em>Umbra</em> #55 (Planescape custody battle that I have special fondness for, became a 2-shot).</li> <li data-xf-list-type="ul">Dragon's Delve #62 (a fantastic dwarf dungeon with a good story & fun with all-dwarf party, became a 2-shot)</li> <li data-xf-list-type="ul"><em>Scourge of Scalabar</em> #74 (very Jules Verne inspired)</li> </ul><p>Overall, the trajectory of the works of his I've run is that he improves - a lot! The one you're running, "Them Apples" is earlier on from #48, so I'd anticipate it requiring less work than those earlier two, but probably will require some adaptation at the core level. The story revisions you're doing sound like a good start, and can really elevate his earlier work into something awesome.</p><p></p><p>About the HP / damage downgrading... Consider the point of the adventure using Hill Giants for a 2nd level party. That's terrifying. And that player anxiety provokes/inspires a different approach to the situation. It drives them to explore other options and think outside of the box. So long as you make it clear "here there by hill giants" and don't spring it on them once they're locked inside or something, I think that's the right spirit to run the adventure in.</p><p></p><p>Edit: Having skimmed over the adventure now, I fully agree with the review on tenfootpole - it's organized like a typical location based adventure with typical room descriptions (<em>everyone</em> did this at the time & probably was part of the Dungeon acceptance guidelines), when it's supposed to be a charming fairytale feel. This is something I think Chris has spoken of... in my words it's "an adventure knowing what it is" and designing towards that, rather than emulating accepted design feel/layout.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9264387, member: 20323"] I have not run that one! His work has touches of whimsy to it & often includes a (smart) option to "talk to the monsters" - I think those are common threads you can see in his adventures. Btw, I've run a bunch of Chris Perkins stuff from Dungeon mag converted as 5e one-shots: [LIST] [*][I]Wards of the Witching Ways[/I] #11 (his first adventure! I spiced it up a bit) [*][I]A Wizard's Fate[/I] #37 (little classic dungeon) [*][I]Redcap's Rampage[/I] #54 (tons of fun and hilarity) [*][I]Umbra[/I] #55 (Planescape custody battle that I have special fondness for, became a 2-shot). [*]Dragon's Delve #62 (a fantastic dwarf dungeon with a good story & fun with all-dwarf party, became a 2-shot) [*][I]Scourge of Scalabar[/I] #74 (very Jules Verne inspired) [/LIST] Overall, the trajectory of the works of his I've run is that he improves - a lot! The one you're running, "Them Apples" is earlier on from #48, so I'd anticipate it requiring less work than those earlier two, but probably will require some adaptation at the core level. The story revisions you're doing sound like a good start, and can really elevate his earlier work into something awesome. About the HP / damage downgrading... Consider the point of the adventure using Hill Giants for a 2nd level party. That's terrifying. And that player anxiety provokes/inspires a different approach to the situation. It drives them to explore other options and think outside of the box. So long as you make it clear "here there by hill giants" and don't spring it on them once they're locked inside or something, I think that's the right spirit to run the adventure in. Edit: Having skimmed over the adventure now, I fully agree with the review on tenfootpole - it's organized like a typical location based adventure with typical room descriptions ([I]everyone[/I] did this at the time & probably was part of the Dungeon acceptance guidelines), when it's supposed to be a charming fairytale feel. This is something I think Chris has spoken of... in my words it's "an adventure knowing what it is" and designing towards that, rather than emulating accepted design feel/layout. [/QUOTE]
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Is it cheesy to power down monsters? Also, has anyone done "Them Apples" from Dungeon #48?
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