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Mongoose's "The Drow War I - The Gathering Storm"
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<blockquote data-quote="Cavalorn" data-source="post: 2485145" data-attributes="member: 15377"><p>Thanks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for your question...</p><p></p><p>[sblock]</p><p>I've not had a full playtest report about what people did where - the playtesting isn't done by me, but by groups of dedicated testers. (I spend my time writing the books, so I don't get to test them too.) However, the Saragost section is deliberately overstuffed. I'd be surprised if anyone got to do all of the content in the city before the Chthonic Alliance were at the gates!</p><p></p><p>What I was aiming for was maximum freedom of choice for the players and GM, with plenty of opportunities to make up experience. Don't stick with the ten day limit if you don't want to - make it twelve or fourteen. You can always justify delays by saying that the northern villages slowed the army's progress, or that they took more time to advance because the island had obviously been forewarned.</p><p></p><p>Like starfighters in Babylon 5, the army moves 'at the speed of plot'. Narratively, the function of the army's arrival is to draw a line under the previous adventuring and move the story to the next stage. It's there to add urgency and keep the players moving, not to constrain the GM to a rigid timeline.[/sblock]</p></blockquote><p></p>
[QUOTE="Cavalorn, post: 2485145, member: 15377"] Thanks. :) As for your question... [sblock] I've not had a full playtest report about what people did where - the playtesting isn't done by me, but by groups of dedicated testers. (I spend my time writing the books, so I don't get to test them too.) However, the Saragost section is deliberately overstuffed. I'd be surprised if anyone got to do all of the content in the city before the Chthonic Alliance were at the gates! What I was aiming for was maximum freedom of choice for the players and GM, with plenty of opportunities to make up experience. Don't stick with the ten day limit if you don't want to - make it twelve or fourteen. You can always justify delays by saying that the northern villages slowed the army's progress, or that they took more time to advance because the island had obviously been forewarned. Like starfighters in Babylon 5, the army moves 'at the speed of plot'. Narratively, the function of the army's arrival is to draw a line under the previous adventuring and move the story to the next stage. It's there to add urgency and keep the players moving, not to constrain the GM to a rigid timeline.[/sblock] [/QUOTE]
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