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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="Quasqueton" data-source="post: 2973247" data-attributes="member: 3854"><p>No, all of my problems are based on the actual substance of the module (or lack of substance), and your explanations are DM inventions based on <strong>no</strong> hints or suggestions in the text.</p><p></p><p>My complaint is not *how* the basilisks get to wander about the complex, my complaint is that they *are* wandering about the complex.</p><p></p><p>I see a difference between a half-orc assassin hiding in shadows and a dimuntized troll waiting in a chapel poor box. The one is normal (for D&D), the other is WTF?!</p><p></p><p>What a strangely convoluted way of getting around in their own complex. Maybe it would be easier (and safer for the inhabitants/workers/guards) if they didn’t trap everything around them, and maybe built some tunnels/accesses that allowed them better movement through their own complex?</p><p></p><p>I think the problems occurred because the designer didn’t put more thought into the conversion from tournament design to campaign adventure design. Tournament Players are pushing through the encounters as quickly as possible, so no one gives the encounter connections much thought. But in a campaign setting, the errors/problems stand out and kill verisimilitude.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2973247, member: 3854"] No, all of my problems are based on the actual substance of the module (or lack of substance), and your explanations are DM inventions based on [b]no[/b] hints or suggestions in the text. My complaint is not *how* the basilisks get to wander about the complex, my complaint is that they *are* wandering about the complex. I see a difference between a half-orc assassin hiding in shadows and a dimuntized troll waiting in a chapel poor box. The one is normal (for D&D), the other is WTF?! What a strangely convoluted way of getting around in their own complex. Maybe it would be easier (and safer for the inhabitants/workers/guards) if they didn’t trap everything around them, and maybe built some tunnels/accesses that allowed them better movement through their own complex? I think the problems occurred because the designer didn’t put more thought into the conversion from tournament design to campaign adventure design. Tournament Players are pushing through the encounters as quickly as possible, so no one gives the encounter connections much thought. But in a campaign setting, the errors/problems stand out and kill verisimilitude. Quasqueton [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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