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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="painandgreed" data-source="post: 2916322" data-attributes="member: 24969"><p>True, but the OP brought up the idea of its relevance to design for current dungeons. Should such hidden treasures be they in secert rooms, hidden behind bricks in the chimley, in a monsters intestines, or under floorboards count towards PC monetary wealth guidelines? If it is, then if they miss it, the players can fall short of the guidelines and have a rougher time later. If it is not, and they discover it, then they can fall above it. If they do one of the other consistantly, then they can come out consistantly above or below the guideline. If this happens, do you fix it or not? If constantly "fixing" the issue or just never putting such treasures in, you reduce the incentive for players to even try. Is there an overall good design strategy?</p><p></p><p>Editted to add: Similar issues have been brought up in threads about adventure paths. If the characters miss part, or suffer a loss from beign brought back form the dead, then they are at a serious disadvantage for the rest of the adventure path. How should modern design deal with this? (Perhaps this should be a different thread at this point?)</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2916322, member: 24969"] True, but the OP brought up the idea of its relevance to design for current dungeons. Should such hidden treasures be they in secert rooms, hidden behind bricks in the chimley, in a monsters intestines, or under floorboards count towards PC monetary wealth guidelines? If it is, then if they miss it, the players can fall short of the guidelines and have a rougher time later. If it is not, and they discover it, then they can fall above it. If they do one of the other consistantly, then they can come out consistantly above or below the guideline. If this happens, do you fix it or not? If constantly "fixing" the issue or just never putting such treasures in, you reduce the incentive for players to even try. Is there an overall good design strategy? Editted to add: Similar issues have been brought up in threads about adventure paths. If the characters miss part, or suffer a loss from beign brought back form the dead, then they are at a serious disadvantage for the rest of the adventure path. How should modern design deal with this? (Perhaps this should be a different thread at this point?) [/QUOTE]
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Is The Sinister Secret of Saltmarsh a well-designed adventure module?
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