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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: 2974936" data-attributes="member: 3854"><p>If something leaves a DM thinking “WTF?”, then *some* explanation (if there is explanation) should be included in the text. With explanation, the something might not be dumb, after all. But then again, some WTF? things will still be dumb, even with lengthy and in-depth explanation.</p><p></p><p>I never suggested such. It is not all “dumb stuff”. Some stuff in the module is neat, but just executed poorly. Some stuff is neat, and executed well. (I love the scared orcs with all the holy symbols nailed to the door to keep out undead – and I have used that concept in my own homebrew adventures for chuckles.)</p><p></p><p>Yes, and I have stated such myself, many times before. (I had a bad DM for the well-designed adventure <em>Sinister Secret of Saltmarsh</em>.)</p><p></p><p>You know, I apologize for apparently kicking someone’s cherished memories. I just personally find too many WTF? items in this adventure module to call it well designed. But since I’m not the only one to speak up about them, it’s not like I’m the some lone lunatic shouting out on the street corner. I’ve mentioned examples of what I see as major problems, and I’ve explained why I see them as problems. Now, though, I’m having to just continuously repeat myself as more people come in tag teaming against me and twisting my statements to argue.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2974936, member: 3854"] If something leaves a DM thinking “WTF?”, then *some* explanation (if there is explanation) should be included in the text. With explanation, the something might not be dumb, after all. But then again, some WTF? things will still be dumb, even with lengthy and in-depth explanation. I never suggested such. It is not all “dumb stuff”. Some stuff in the module is neat, but just executed poorly. Some stuff is neat, and executed well. (I love the scared orcs with all the holy symbols nailed to the door to keep out undead – and I have used that concept in my own homebrew adventures for chuckles.) Yes, and I have stated such myself, many times before. (I had a bad DM for the well-designed adventure [i]Sinister Secret of Saltmarsh[/i].) You know, I apologize for apparently kicking someone’s cherished memories. I just personally find too many WTF? items in this adventure module to call it well designed. But since I’m not the only one to speak up about them, it’s not like I’m the some lone lunatic shouting out on the street corner. I’ve mentioned examples of what I see as major problems, and I’ve explained why I see them as problems. Now, though, I’m having to just continuously repeat myself as more people come in tag teaming against me and twisting my statements to argue. Quasqueton [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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