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General Tabletop Discussion
*TTRPGs General
Is The Sinister Secret of Saltmarsh a well-designed adventure module?
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<blockquote data-quote="Barak" data-source="post: 2915481" data-attributes="member: 3028"><p>Alright, I didn't run Saltmarsh, I played in it. Now it's been mentioned that the module itself explains that Ned is supposed to be out of place, which I wouldn't know about, obviously. Also, perhaps the problems my group had with Ned <em>should</em> have been handled better by the DM, perhaps not, I dunno. But here's how it went.</p><p></p><p>[sblock]</p><p>So we're hired to investigate the haunting of a house. We fight rats, and go through a crumbling floor. Well, my dwarf did, not the whole party. Anyway. Then we find that bound guy. My character's first comment was "well, obviously he wasn't tied up by those rats." All Ned 'can' tell us (obviously it turned out to be all he 'would' tell us) is that he got knocked out by behind, tied up and left there. Now, we're green adventurers, sure, but it doesn't mean we're dumb. All that Ned accomplishes by doing that is to let us on that the house is probably not haunted, but used by "regular" folks for some reason. Also, he didn't really accomplish much in the way of backstabbing, since we immediately took him back to town. So I guess he slowed us up some, too. Now, I guess the module itself says that the plan was poorly thought out, but.. -That- poorly thought out? Ned, in a way, actually -did- help us. That was just weird. They'd have been much better off just letting us explore on our own and hunker down, as we might have never found them. Once we had found Ned, however, there was no way we'd end up thinking that the house was, in fact, haunted.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Barak, post: 2915481, member: 3028"] Alright, I didn't run Saltmarsh, I played in it. Now it's been mentioned that the module itself explains that Ned is supposed to be out of place, which I wouldn't know about, obviously. Also, perhaps the problems my group had with Ned [i]should[/i] have been handled better by the DM, perhaps not, I dunno. But here's how it went. [sblock] So we're hired to investigate the haunting of a house. We fight rats, and go through a crumbling floor. Well, my dwarf did, not the whole party. Anyway. Then we find that bound guy. My character's first comment was "well, obviously he wasn't tied up by those rats." All Ned 'can' tell us (obviously it turned out to be all he 'would' tell us) is that he got knocked out by behind, tied up and left there. Now, we're green adventurers, sure, but it doesn't mean we're dumb. All that Ned accomplishes by doing that is to let us on that the house is probably not haunted, but used by "regular" folks for some reason. Also, he didn't really accomplish much in the way of backstabbing, since we immediately took him back to town. So I guess he slowed us up some, too. Now, I guess the module itself says that the plan was poorly thought out, but.. -That- poorly thought out? Ned, in a way, actually -did- help us. That was just weird. They'd have been much better off just letting us explore on our own and hunker down, as we might have never found them. Once we had found Ned, however, there was no way we'd end up thinking that the house was, in fact, haunted. [/sblock] [/QUOTE]
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Is The Sinister Secret of Saltmarsh a well-designed adventure module?
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