Monte reviews Dungeon

IuztheEvil said:
Truthfully though.. that's just a bad habit of mine... got to work on that

Monte must really hate d20 Modern where even the nastiest bad guy has some sort of "XXX Hero" class.


Aaron
 

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IuztheEvil said:
Ahh well.. if the worst thing said by Monte Cook about my adventure is assuming the PCs are "heroes".. I guess I can roll with that :)

Truthfully though.. that's just a bad habit of mine... got to work on that :D

Jason Bulmahn
Author of Mad God's Key

Dont sweat it Jason, I do the same thing.
 

IuztheEvil said:
Truthfully though.. that's just a bad habit of mine... got to work on that :D

I'm not sure it's a bad habit at all. Clearly the editors of Dungeon did not either. Maybe Monte needs to lighten up :)

The recent thread here on "things you don't allow in your campaign" overwhelmingly shows a widely shared bias against evil PCs. The view that the DM plays the BBEGs and the PCs the Good Guys is a widespread and prevailing rule. So much so, it would not seem wrong to assume it.

The distance from that recognition to calling the PCs "Heroes" is exceedingly small.
 
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sounds great

This Dungeon issue sounds great. I am a long time Dungeon reader. I, however, subscribed only a few years ago. It wasn't my taste. The adventurers were different to say the least and the Polyhedron was a nice addition, but it didn't add anything to my existing campaign. I let my subscription lapse.

It's nice to see Dungeon refocused on adventurers with emphasis on DM tips. Cool beans!

BTW, I agree that calling PCs "heroes" is not a big deal. If your characters are evil, in my experience you would have to modify the adventure anyway.
 

IuztheEvil said:
Ahh well.. if the worst thing said by Monte Cook about my adventure is assuming the PCs are "heroes".. I guess I can roll with that :)

Truthfully though.. that's just a bad habit of mine... got to work on that :D

Jason Bulmahn
Author of Mad God's Key
Congradulations on getting your adventure in Dungeon.

I cant stand Greyhawk personally, but the adventure itself is great. I'll be converting it to ForgottenRealms and Eberron for home use.
 

IuztheEvil said:
Jason Bulmahn
Author of Mad God's Key

I really liked this adventure.

Near the start you have that special scene that is really going to intrest my players. The organizations are generic enough to easily fit in my homebrew. The adventure is effectively divided in half, so I can lop off the second part if the game looks like it might run long (just place the final quest object in the first "quest area" and give the "boss" a different motivation).

Seriously, you did a good job and I'm going to keep an eye out for any other adventures you write.

EDIT: PS - As David Bowie would remind us at this point:
We can be Heroes
Just for one day
 
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IuztheEvil said:
Ahh well.. if the worst thing said by Monte Cook about my adventure is assuming the PCs are "heroes".. I guess I can roll with that :)

Truthfully though.. that's just a bad habit of mine... got to work on that :D

Jason Bulmahn
Author of Mad God's Key

Seriously, though, when have we ever been heroes in your games?

Huh?

(posted by one of Jason's players...Iuz indeed)
 

EricNoah said:
I disagree with Monte fundamentally on the role of stat blocks. Don't make me open the Monster Manual during the game!
Disagree (and agree with Monte). Stat blocks are the devil! (Necessary, but still the devil.)

I prefer to only use the MM during the game.
 

I agree w Monte re over-use of the word Hero, it's very annoying. When I got Grim Tales I went through it deleting 'Hero' off the names of all the (d20-Modern-based) character classes... :)
 

About "heroes" and stat blocks.

Well, I love to have all the stat blocks available right where I can get them easily. And frankly, at a table surrounded by all the players, their bags of dice, character sheets, and special rulebooks for their special abilities... and the DM's books, mods, figures, dice, mapgrid... etc. There is simply NOT enough room on the average RPG table to require the DM to have another book laid out on the table.

However, what I'd like in every mod is a separate collection of all statblocks all bunched together that can be detached from the printed mod. That way the DM can have the mod laid out behind his screen, while he can have a separate pamphlet to flip through of the mod's statblocks.

Lastly, if Monte is going to comment about he overuse of statblocks, the least he could have done would be to put it in context. The Mad God's Key is a mod that nont only comes out of the Living Greyhawk campaign. It is the stated objective of WotC and the RPGA that the PCs in the Living Greyhawk campaign are heroes in the campaign. Not anti-heroes, not antagontists. Every single author of mods in the LG campaign are required to fit this theme.

Over use of heroes? Gimme a break. :) Complaining that Living Greyhawk makes the PCs be heroes is not really the right time for it. That's the whole concept of LG, and was thus unavoidable in the mod. It's like complainaing that all those Planescape accessories always involved the planes and the NPCs all spoke obnoxious slang after the hundredth Planescape product. Duh. What did people think would be there.

Do I think it was a silly complaint though, in general? No. But when you know what you are getting, and then complain about it... just bizarre.

*shrug*
 

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