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L&L 8/19/13: The Final Countdown
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<blockquote data-quote="Salamandyr" data-source="post: 6172315" data-attributes="member: 40233"><p>I love <em>White Plume Mountain</em>. Like a lot of the old published modules, they are remnants of an earlier time, and generally were designed as tournament modules more than coherent stories. </p><p></p><p>For me, the big draw for a module <em>is </em>the story. Do I feel like my character has interesting and adequate motivation for being there. <em>White Plume Mountain </em>has that. <em>Against the Giants</em> has that.</p><p></p><p><em>The Sunless Citadel</em> doesn't. As I recall, the premise is something like, this village has been happily trading for magic apples with goblins for years, then suddenly the goblins up and stop bringing apples, so now it's time to hire adventurers to track the goblins back to their lair and murder them in order to get the apples the goblins have stopped trading. Along the way, could you also slaughter all of these kobolds who haven't been doing anything to anybody?</p><p></p><p>Yes, we often joke about D&D characters being itinerant murder-hoboes, but usually we've got a better justification for doing so than that! If the module had set up the kobolds and goblins as attacking the village, killing people and stealing the magic apples, then boom...story. But what we got...it's almost a parody.</p><p></p><p><em>KotS</em>, is actually pretty good from a story perspective. And I think the structure's not bad either. It suffers though from a few really hard encounters that don't feel like they <em>ought</em> to be hard, and a few too many filler encounters in the middle of the dungeon. Thanks to how long some of the encounters last, and our inexperience with the system, the module took far longer than it deserved to take.</p><p></p><p>That's a good criticism of the early D&D modules. Few stories deserved dungeons with 50 or sixty rooms to clear in order to tell a simple story.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 6172315, member: 40233"] I love [I]White Plume Mountain[/I]. Like a lot of the old published modules, they are remnants of an earlier time, and generally were designed as tournament modules more than coherent stories. For me, the big draw for a module [I]is [/I]the story. Do I feel like my character has interesting and adequate motivation for being there. [I]White Plume Mountain [/I]has that. [I]Against the Giants[/I] has that. [I]The Sunless Citadel[/I] doesn't. As I recall, the premise is something like, this village has been happily trading for magic apples with goblins for years, then suddenly the goblins up and stop bringing apples, so now it's time to hire adventurers to track the goblins back to their lair and murder them in order to get the apples the goblins have stopped trading. Along the way, could you also slaughter all of these kobolds who haven't been doing anything to anybody? Yes, we often joke about D&D characters being itinerant murder-hoboes, but usually we've got a better justification for doing so than that! If the module had set up the kobolds and goblins as attacking the village, killing people and stealing the magic apples, then boom...story. But what we got...it's almost a parody. [I]KotS[/I], is actually pretty good from a story perspective. And I think the structure's not bad either. It suffers though from a few really hard encounters that don't feel like they [I]ought[/I] to be hard, and a few too many filler encounters in the middle of the dungeon. Thanks to how long some of the encounters last, and our inexperience with the system, the module took far longer than it deserved to take. That's a good criticism of the early D&D modules. Few stories deserved dungeons with 50 or sixty rooms to clear in order to tell a simple story. [/QUOTE]
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