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Keep on the Shadowfell vs Reavers of Harkenwold
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<blockquote data-quote="The Fighter-Cricket" data-source="post: 7491192" data-attributes="member: 32852"><p>I can only reiterate what the other said: Reavers was an enjoyable module indeed! I'm very happy to have it also in print and the nice monster and NPC tokens for it as well. </p><p></p><p>The observation that it could either be run as a sandbox or a straightforward adventure is spot on and one of the factors which make it so good. The party really can discuss what approach they want to go, which allies they want to get on their side, and what locale they want to visit in which order. I mean, the NPCs could have been fleshed out more with more memorable traits and maybe backstories that they share with the adventurers. But that's something a DM with a bit more experience can add easily. Overall, for new DMs and players alike the adventure is just great! All the others can tweak it and have a good time, too.</p><p></p><p>KotS is another thing. But it's the same as with all the other elements of 4e: The designers created such a great edition, without knowing how to use it properly. Sloggy combat, grindfest galore, two awkward skill challenges, almost no interesting spaces in the keep, no alternative routes to the finale. </p><p>I liked the second module Thunderspire Labyrinth so much more! That one was also much more sandboxy and free, the pacing was better, the locations were much more vibrant and fantastic. </p><p></p><p>I'm beginning to think, that all the adventures that were designed with sandbox elements were the best ones in 4e: for example Gardmore Abbey or Slaying Stone.</p><p></p><p>Also, I always wanted to take a second look at the Scales of War Adventure Path from Dungeon Magazine and see if those adventures had interesting ideas. (At least there was one where you had to convince kingdoms to unite against a threat from outside with a very big skill challenge, as far as I recall.)</p></blockquote><p></p>
[QUOTE="The Fighter-Cricket, post: 7491192, member: 32852"] I can only reiterate what the other said: Reavers was an enjoyable module indeed! I'm very happy to have it also in print and the nice monster and NPC tokens for it as well. The observation that it could either be run as a sandbox or a straightforward adventure is spot on and one of the factors which make it so good. The party really can discuss what approach they want to go, which allies they want to get on their side, and what locale they want to visit in which order. I mean, the NPCs could have been fleshed out more with more memorable traits and maybe backstories that they share with the adventurers. But that's something a DM with a bit more experience can add easily. Overall, for new DMs and players alike the adventure is just great! All the others can tweak it and have a good time, too. KotS is another thing. But it's the same as with all the other elements of 4e: The designers created such a great edition, without knowing how to use it properly. Sloggy combat, grindfest galore, two awkward skill challenges, almost no interesting spaces in the keep, no alternative routes to the finale. I liked the second module Thunderspire Labyrinth so much more! That one was also much more sandboxy and free, the pacing was better, the locations were much more vibrant and fantastic. I'm beginning to think, that all the adventures that were designed with sandbox elements were the best ones in 4e: for example Gardmore Abbey or Slaying Stone. Also, I always wanted to take a second look at the Scales of War Adventure Path from Dungeon Magazine and see if those adventures had interesting ideas. (At least there was one where you had to convince kingdoms to unite against a threat from outside with a very big skill challenge, as far as I recall.) [/QUOTE]
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Keep on the Shadowfell vs Reavers of Harkenwold
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