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New adventures from Wizards - policy reversal!!!
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<blockquote data-quote="Staffan" data-source="post: 1720117" data-attributes="member: 907"><p>The downside to this is that most people won't look at an adventure and say "This looks like a cool adventure. Oh, but it also requires Monsters of Faerûn, which I don't have... I'll better buy that too." They'll say, "This looks like a cool adventure. Oh, but it also requires Monsters of Faerûn, which I don't have... too bad. **puts adventure back on shelf**"</p><p></p><p>There I agree. If you are going to make adventures for specific settings, and I think those adventures are more rewarding from the consumer's standpoint (whether they're more rewarding from a commercial point of view is a different question), you should make them <strong>use</strong> the setting. An Eberron adventure that's just about going into a goblin stronghold and making some goblin chops is a waste of a good Eberron logo. An Eberron adventure should use the stuff that makes Eberron unique - dragonmarks/houses, the Last War, the Lightning Train (I *so* want to make a "Murder on the Oriens Express" thing some time), political intrigue, Xen'drik, the Inspired, abberations, "blue-collar" magic, somewhat civilized goblinoids, warforged, the druidic sects, and so on. I think Shadows of the Last War is a pretty good effort in that direction, at least for a 32-pager.</p><p></p><p>The best adventure I've seen in this regard was the 2nd ed adventure Dragon's Crown for the Dark Sun setting. This was one adventure that really used the stuff the setting had to offer: the plot centered on psionic stuff, and in the course of the adventure you would travel both across the Silt Sea and the Ringing Mountains, to different city-states, and into ancient ruins, encountering island giants, feral man-eating halflings, thri-kreen driven mad by the adventure's centerpiece, a sorcerer-king, and ghosts from the wars between preservers and defilers. You'd also fight in a gladiatorial arena. In addition, a significant part of the adventure was dedicated to side events that could be popped in at various places in the adventure, but that weren't directly related, but showed off various cool things. Something like that is what I'd love to see for Eberron, only with Eberronian stuff instead of Athasian.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1720117, member: 907"] The downside to this is that most people won't look at an adventure and say "This looks like a cool adventure. Oh, but it also requires Monsters of Faerûn, which I don't have... I'll better buy that too." They'll say, "This looks like a cool adventure. Oh, but it also requires Monsters of Faerûn, which I don't have... too bad. **puts adventure back on shelf**" There I agree. If you are going to make adventures for specific settings, and I think those adventures are more rewarding from the consumer's standpoint (whether they're more rewarding from a commercial point of view is a different question), you should make them [b]use[/b] the setting. An Eberron adventure that's just about going into a goblin stronghold and making some goblin chops is a waste of a good Eberron logo. An Eberron adventure should use the stuff that makes Eberron unique - dragonmarks/houses, the Last War, the Lightning Train (I *so* want to make a "Murder on the Oriens Express" thing some time), political intrigue, Xen'drik, the Inspired, abberations, "blue-collar" magic, somewhat civilized goblinoids, warforged, the druidic sects, and so on. I think Shadows of the Last War is a pretty good effort in that direction, at least for a 32-pager. The best adventure I've seen in this regard was the 2nd ed adventure Dragon's Crown for the Dark Sun setting. This was one adventure that really used the stuff the setting had to offer: the plot centered on psionic stuff, and in the course of the adventure you would travel both across the Silt Sea and the Ringing Mountains, to different city-states, and into ancient ruins, encountering island giants, feral man-eating halflings, thri-kreen driven mad by the adventure's centerpiece, a sorcerer-king, and ghosts from the wars between preservers and defilers. You'd also fight in a gladiatorial arena. In addition, a significant part of the adventure was dedicated to side events that could be popped in at various places in the adventure, but that weren't directly related, but showed off various cool things. Something like that is what I'd love to see for Eberron, only with Eberronian stuff instead of Athasian. [/QUOTE]
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