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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="Ourph" data-source="post: 2973944" data-attributes="member: 20239"><p>I guess that's just a disconnect we're having because, as I recall, the items you are talking about didn't really jump out at me as "WTF moments" when I first read the module but (primarily) as "Hey, wow! moments" (as in, "Hey, wow! It's really cool that the wandering monster tables support the text in the basilisk lair that indicates the pen isn't that well constructed and can't always keep them in). The explanations for all the things you mention as "WTF moments" just seemed fairly obvious to me (far from convoluted) and the situation seemed to be absolutely consistent with the setup of the area. If the slavers are using a burnt-out, abandoned temple complex and have only recently moved in, cleaned up a few areas and either captured, killed or driven off some of the monstrous inhabitants then there are bound to be inconveniences in getting around or areas with weird access points or un-allied monsters wandering the less used parts of the complex which have escaped the Slaver's purges or which have escaped from their makeshift enclosures. </p><p></p><p>If the Slavers were using a purpose-built hideout of their own design and had been in residence for years, yeah a lot of the stuff in the module wouldn't make sense, but given the setup, the things you're criticizing actually seem like brilliantly creative touches by the author that emphasize the Slaver's situation and enhance the verisimilitude of the environment rather than detract from it. As a result, to me, the explanations are completely unnecessary, because the situation doesn't seem at all incongruous.</p></blockquote><p></p>
[QUOTE="Ourph, post: 2973944, member: 20239"] I guess that's just a disconnect we're having because, as I recall, the items you are talking about didn't really jump out at me as "WTF moments" when I first read the module but (primarily) as "Hey, wow! moments" (as in, "Hey, wow! It's really cool that the wandering monster tables support the text in the basilisk lair that indicates the pen isn't that well constructed and can't always keep them in). The explanations for all the things you mention as "WTF moments" just seemed fairly obvious to me (far from convoluted) and the situation seemed to be absolutely consistent with the setup of the area. If the slavers are using a burnt-out, abandoned temple complex and have only recently moved in, cleaned up a few areas and either captured, killed or driven off some of the monstrous inhabitants then there are bound to be inconveniences in getting around or areas with weird access points or un-allied monsters wandering the less used parts of the complex which have escaped the Slaver's purges or which have escaped from their makeshift enclosures. If the Slavers were using a purpose-built hideout of their own design and had been in residence for years, yeah a lot of the stuff in the module wouldn't make sense, but given the setup, the things you're criticizing actually seem like brilliantly creative touches by the author that emphasize the Slaver's situation and enhance the verisimilitude of the environment rather than detract from it. As a result, to me, the explanations are completely unnecessary, because the situation doesn't seem at all incongruous. [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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