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<blockquote data-quote="GreenTengu" data-source="post: 6389747" data-attributes="member: 6777454"><p>Hmmm... okay, a few thoughts here.</p><p></p><p>You have shown quite a lot of awareness of the place names and where places are in relation to one another. At least I assume things are right. This is typically my weak point. But you know where all your NPCs are from and what they want and the various quests all point PCs to very precise locations rather than merely "that forest over there". Yes, this helps the game world feel a bit more real and if I had the Forgotten Relams gazette sitting in front of me with the map, it would mean a lot more to me. A bit unfamiliar with it, it doesn't mean much... but I can tell it means something to you and to the NPC and that's good.</p><p></p><p>On the other hand, your characters don't seem to be hooked into your plot at all. You have a bunch of "fetch the McGuffin" quests that all seem disconnected and I am guessing that whichever order the players decide to tackle them in, the encounters and skill challenges in the quest will just level up or down as they do. This gives the whole thing sort of a impersonal MMORPG feel. And the PCs could simply be replaced with "Thug #1" through "Thug #5" for all it matters to the quest existing, being handed out and being completed.</p><p></p><p>In the meantime the other quest givers might either pop out of existence because their quests were not chosen or they will just keep hanging frozen on the same spot on the ground until the PCs come wandering their direction and they can dispense their fetch quest. I suppose if you want to make the world feel more organic, two or three other adventuring parties might well come along and complete those other quests-- maybe the PCs might even meet these rival adventurers down the line.</p><p></p><p>But then... that would just tie back to the idea that everything is impersonal, these quests aren't doing anything but having the PCs spin their wheels until without really advancing any sort of real overall plotline and that the PCs are entirely irrelevant and replaceable. Are these fetch quests really ultimately building up to anything? Are your one or two main villains somehow involved in these quests? Will fulfilling these quests be undermining one antagonistic force that might strike out against the PCs or, alternatively, inadvertently helping an antagonistic force that the PCs might have to try to bring down later?</p><p></p><p>In the third session... things seemed to be all too straight-forward and easily resolved. I am not sure what the motivation of the Priest of Auril was to do this. Sacrificing humans is no simple task that someone ought to be doing lightly. It takes a lot of work to kidnap people and your own will likely die in the attempt! And just to create a small spot of winter that would attract everyone's attention? To what end would someone naturally think this was a good idea? What was the end game of this priest?</p><p></p><p>And the elf just "knew" how to reverse it and reversing the ritual that required human sacrifice was as simple as creating a bonfire for a few hours? Don't you think that a human sacrifice ritual should have been a bit harder to reverse than just a random elf making a bonfire and doing a little summer dance or whatever the ritual involved? I mean, think about these elements together-- the Priest has no particular reason for wanting to create an unnatural winter, the winter will attract the attention of people who will kill the priest and his Kobolds and will not benefit him in any way, the priest needs to sacrifice his minions to kidnap humans so that he can sacrifice them to his god in order to create this unnatural winter, and reversing it just requires any random elf making a bonfire and dancing. And the Priest knew all this before he ever even began putting this plan into action. Why did he do it?</p><p></p><p>And in the end, I don't see any plothooks dangling off of this to bring PCs into the next adventure. So I guess now they just go back to town and pick up the next fetch quest?</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6389747, member: 6777454"] Hmmm... okay, a few thoughts here. You have shown quite a lot of awareness of the place names and where places are in relation to one another. At least I assume things are right. This is typically my weak point. But you know where all your NPCs are from and what they want and the various quests all point PCs to very precise locations rather than merely "that forest over there". Yes, this helps the game world feel a bit more real and if I had the Forgotten Relams gazette sitting in front of me with the map, it would mean a lot more to me. A bit unfamiliar with it, it doesn't mean much... but I can tell it means something to you and to the NPC and that's good. On the other hand, your characters don't seem to be hooked into your plot at all. You have a bunch of "fetch the McGuffin" quests that all seem disconnected and I am guessing that whichever order the players decide to tackle them in, the encounters and skill challenges in the quest will just level up or down as they do. This gives the whole thing sort of a impersonal MMORPG feel. And the PCs could simply be replaced with "Thug #1" through "Thug #5" for all it matters to the quest existing, being handed out and being completed. In the meantime the other quest givers might either pop out of existence because their quests were not chosen or they will just keep hanging frozen on the same spot on the ground until the PCs come wandering their direction and they can dispense their fetch quest. I suppose if you want to make the world feel more organic, two or three other adventuring parties might well come along and complete those other quests-- maybe the PCs might even meet these rival adventurers down the line. But then... that would just tie back to the idea that everything is impersonal, these quests aren't doing anything but having the PCs spin their wheels until without really advancing any sort of real overall plotline and that the PCs are entirely irrelevant and replaceable. Are these fetch quests really ultimately building up to anything? Are your one or two main villains somehow involved in these quests? Will fulfilling these quests be undermining one antagonistic force that might strike out against the PCs or, alternatively, inadvertently helping an antagonistic force that the PCs might have to try to bring down later? In the third session... things seemed to be all too straight-forward and easily resolved. I am not sure what the motivation of the Priest of Auril was to do this. Sacrificing humans is no simple task that someone ought to be doing lightly. It takes a lot of work to kidnap people and your own will likely die in the attempt! And just to create a small spot of winter that would attract everyone's attention? To what end would someone naturally think this was a good idea? What was the end game of this priest? And the elf just "knew" how to reverse it and reversing the ritual that required human sacrifice was as simple as creating a bonfire for a few hours? Don't you think that a human sacrifice ritual should have been a bit harder to reverse than just a random elf making a bonfire and doing a little summer dance or whatever the ritual involved? I mean, think about these elements together-- the Priest has no particular reason for wanting to create an unnatural winter, the winter will attract the attention of people who will kill the priest and his Kobolds and will not benefit him in any way, the priest needs to sacrifice his minions to kidnap humans so that he can sacrifice them to his god in order to create this unnatural winter, and reversing it just requires any random elf making a bonfire and dancing. And the Priest knew all this before he ever even began putting this plan into action. Why did he do it? And in the end, I don't see any plothooks dangling off of this to bring PCs into the next adventure. So I guess now they just go back to town and pick up the next fetch quest? [/QUOTE]
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