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General Tabletop Discussion
*TTRPGs General
Is Slave Pits of the Undercity a well-designed adventure module?
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<blockquote data-quote="Mycanid" data-source="post: 2969542" data-attributes="member: 40370"><p>Well, I liked it ... I thought it was well designed in general, but I had a few complaints - I wish the module designers had developed the initial stages of getting to the Temple area in more detail. They only skimmed the surface of it all, which frustrated me. I wanted more detail of the city of Highport.</p><p></p><p>The other complaint was how they did not develop the figure of the Slave Lord at the end of the module like they did in A2-4; a distinct personality of the bad guy that a DM can wrap his rp'ing skill around is a desirable design feature in a module, I think - as it is generally with as many npc's or encounter/opponents as possible....</p><p></p><p>I liked the non-tournament aspects of the module as opposed to the tournament aspect. When I played it we used the tournament characters (I used Ogre) but the DM did not limit us to use the tournament encounter areas. Later when I DM'd it I used both the tournament and non-tournament areas and found that both I and the players vastly preferred the latter.</p><p></p><p>Oh yes - there is a STUPENDOUS nwn1 version of this module, with great detail of Highport too, and VERY faithful to the module. Here is the link:</p><p></p><p><a href="http://nwvault.ign.com/View.php?view=Modules.Detail&id=2782&id=3897" target="_blank">http://nwvault.ign.com/View.php?view=Modules.Detail&id=2782&id=3897</a></p></blockquote><p></p>
[QUOTE="Mycanid, post: 2969542, member: 40370"] Well, I liked it ... I thought it was well designed in general, but I had a few complaints - I wish the module designers had developed the initial stages of getting to the Temple area in more detail. They only skimmed the surface of it all, which frustrated me. I wanted more detail of the city of Highport. The other complaint was how they did not develop the figure of the Slave Lord at the end of the module like they did in A2-4; a distinct personality of the bad guy that a DM can wrap his rp'ing skill around is a desirable design feature in a module, I think - as it is generally with as many npc's or encounter/opponents as possible.... I liked the non-tournament aspects of the module as opposed to the tournament aspect. When I played it we used the tournament characters (I used Ogre) but the DM did not limit us to use the tournament encounter areas. Later when I DM'd it I used both the tournament and non-tournament areas and found that both I and the players vastly preferred the latter. Oh yes - there is a STUPENDOUS nwn1 version of this module, with great detail of Highport too, and VERY faithful to the module. Here is the link: [url]http://nwvault.ign.com/View.php?view=Modules.Detail&id=2782&id=3897[/url] [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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