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KOTS: The After Action Report
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<blockquote data-quote="Hussar" data-source="post: 4248879" data-attributes="member: 22779"><p>Interesting that you would compare it to B1. A module with pretty much nothing but combat information. Same as B2 really. </p><p></p><p>Now, Village of Hommlet had lots and lots of information about Hommlet, but, the adventure had little or nothing to do with the town and took place in the moathouse, where there is nothing but combat. So, unless the DM started creating his own stuff about Homlet, most of that information was superfluous to the adventure.</p><p></p><p>This is a limited product. It's very limited because it has to reprint a fair bit of information from the core rules, something that neither B1 nor T1 was forced to do. Even Sunless Citadel requires the Core 3 (according to WOTC anyway, I honestly never played it). So, we do have to accept that there is limited space and they want to present the stuff that most people will have fun with, in their opinion. That means killing stuff and taking its treasure. </p><p></p><p>Again, with pregen characters, limited page count, lack of core rules, how much can you honestly expect from the module in terms of depth of role play?</p></blockquote><p></p>
[QUOTE="Hussar, post: 4248879, member: 22779"] Interesting that you would compare it to B1. A module with pretty much nothing but combat information. Same as B2 really. Now, Village of Hommlet had lots and lots of information about Hommlet, but, the adventure had little or nothing to do with the town and took place in the moathouse, where there is nothing but combat. So, unless the DM started creating his own stuff about Homlet, most of that information was superfluous to the adventure. This is a limited product. It's very limited because it has to reprint a fair bit of information from the core rules, something that neither B1 nor T1 was forced to do. Even Sunless Citadel requires the Core 3 (according to WOTC anyway, I honestly never played it). So, we do have to accept that there is limited space and they want to present the stuff that most people will have fun with, in their opinion. That means killing stuff and taking its treasure. Again, with pregen characters, limited page count, lack of core rules, how much can you honestly expect from the module in terms of depth of role play? [/QUOTE]
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