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L&L 8/19/13: The Final Countdown
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<blockquote data-quote="DEFCON 1" data-source="post: 6172325" data-attributes="member: 7006"><p>Eh. Well, in every case it comes down to the DM and the group playing it. I DM'd KotS and my players had absolutely no issues whatsoever with it. Did I run the module <em>exactly</em> as written? No, of course not. We had quite a lot of roleplaying and social interaction (both inter-party and with NPCs) in and around all the combats the game presented. Did I "add" these into the module? To the extent that the module didn't specifically call out "this kobold will talk to you if you don't kill it" and give you several bits of boxed text to read... sure. But that's absolutely no different than any other prior D&D module where an NPC or monster gets presented as not strictly "attack on sight". It was always presumed that the party could talk to them if they so chose... even if a bit of boxed text wasn't specifically written.</p><p></p><p>I mean, the Caves of Chaos? If run as written, that's as grindy and monotonous as you could get. A bunch of caves with a bunch of monsters just hanging out... and which for the most part have no real difference in how they fight because they're nothing but an AC, a weapon, and some hit points. It's only when the DM decides to provide roleplaying bits and bobs to treat the humanoids as different behaviorally when they interact with (rather than fight) the PCs that it becomes an more interesting adventure.</p><p></p><p>Point being... most adventures do nothing but present the written encounters as combat encounters and it becomes the DM's job to decide when they become something else. If the DM doesn't do it, of course they'll end up seeming grindy or samey.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6172325, member: 7006"] Eh. Well, in every case it comes down to the DM and the group playing it. I DM'd KotS and my players had absolutely no issues whatsoever with it. Did I run the module [I]exactly[/I] as written? No, of course not. We had quite a lot of roleplaying and social interaction (both inter-party and with NPCs) in and around all the combats the game presented. Did I "add" these into the module? To the extent that the module didn't specifically call out "this kobold will talk to you if you don't kill it" and give you several bits of boxed text to read... sure. But that's absolutely no different than any other prior D&D module where an NPC or monster gets presented as not strictly "attack on sight". It was always presumed that the party could talk to them if they so chose... even if a bit of boxed text wasn't specifically written. I mean, the Caves of Chaos? If run as written, that's as grindy and monotonous as you could get. A bunch of caves with a bunch of monsters just hanging out... and which for the most part have no real difference in how they fight because they're nothing but an AC, a weapon, and some hit points. It's only when the DM decides to provide roleplaying bits and bobs to treat the humanoids as different behaviorally when they interact with (rather than fight) the PCs that it becomes an more interesting adventure. Point being... most adventures do nothing but present the written encounters as combat encounters and it becomes the DM's job to decide when they become something else. If the DM doesn't do it, of course they'll end up seeming grindy or samey. [/QUOTE]
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L&L 8/19/13: The Final Countdown
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