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Is The Sunless Citadel a well-designed adventure module?
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<blockquote data-quote="RFisher" data-source="post: 2949712" data-attributes="member: 3608"><p>Why I voted No:</p><p></p><p>The d4 abandoned farm houses. This might have been a joke, but Bruce didn't pull it off as one.</p><p></p><p>While the idea of showcasing the new rules is good, in too many cases the situation to do so seemed too contrived.</p><p></p><p>When the only door into room X is in room Y & there is something special about the door between rooms X & Y, the description of that door <em>should</em> be in Y's entry.</p><p></p><p>Way too many errors. In the first adventure for a new edition, an adventure intended for low-level character in which nothing gets too complicated, you've got to triple-check those numbers.</p><p></p><p>The description of the passage from the 1st to the 2nd level killed it for my group. We couldn't take the module seriously <em>at all</em> after that.</p><p></p><p>WotC already had the notion that adventures couldn't be profitable. (Based on data from late-TSR, whose product strategy was widely considered flawed. If the strategy is flawed, that taints the data.) <em>The Sunless Citadel</em> confirmed that opinion by underwhelming people so that the later adventures in the line didn't sell as well.</p><p></p><p>I think it's a servicable adventure, but not well designed. OK designed. Unfortunate that it was choosen to be the first module many people would experience under the new edition.</p></blockquote><p></p>
[QUOTE="RFisher, post: 2949712, member: 3608"] Why I voted No: The d4 abandoned farm houses. This might have been a joke, but Bruce didn't pull it off as one. While the idea of showcasing the new rules is good, in too many cases the situation to do so seemed too contrived. When the only door into room X is in room Y & there is something special about the door between rooms X & Y, the description of that door [i]should[/i] be in Y's entry. Way too many errors. In the first adventure for a new edition, an adventure intended for low-level character in which nothing gets too complicated, you've got to triple-check those numbers. The description of the passage from the 1st to the 2nd level killed it for my group. We couldn't take the module seriously [i]at all[/i] after that. WotC already had the notion that adventures couldn't be profitable. (Based on data from late-TSR, whose product strategy was widely considered flawed. If the strategy is flawed, that taints the data.) [i]The Sunless Citadel[/i] confirmed that opinion by underwhelming people so that the later adventures in the line didn't sell as well. I think it's a servicable adventure, but not well designed. OK designed. Unfortunate that it was choosen to be the first module many people would experience under the new edition. [/QUOTE]
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Is The Sunless Citadel a well-designed adventure module?
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