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Queen of the Demonweb Pits - what's so bad?
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<blockquote data-quote="Stormonu" data-source="post: 5658826" data-attributes="member: 52734"><p>My biggest issue with Q1 was that it felt incomplete. </p><p></p><p>While the finale is fully detailed, there are huge swathes that are given a paragraph or two, but no firm details (The DM would have to wing entire demiplanes) and the other fleshed-out encounters don't have much of a point beyond "Let's see what monster they've encountered beyond door #665!" (There's no where near those number of doors, but it is the Abyss...) </p><p></p><p>A group could easily be flailing about, wondering what they're supposed to do next or where to go. It's presented as a place for pure exploration, without elements of story or plot (beyond "find out where Lolth is, and kill her").</p><p></p><p> There's no guidance on what to be looking for, clues which doors might lead to her (or where they might go) or guidance/clues about the demonweb and ways to figure out how disturbingly convoluted the webways are without physically spending hours wandering the twisted halls.</p><p></p><p>In my opinion, the demonweb would have been far better presented as a flowchart showing the relations of important features than the escher-twisted color-coded maps it ended up with (and I think later revisits in Planescape, Dungeon Mag and Expedition did this). While those color-coded maps look pretty, they're worthless for actual use, boring, tedious, as well as more inhibiting to the imagination (we're in the heart of Chaos and looking at a roadmap that neatly conforms to graph paper?)</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5658826, member: 52734"] My biggest issue with Q1 was that it felt incomplete. While the finale is fully detailed, there are huge swathes that are given a paragraph or two, but no firm details (The DM would have to wing entire demiplanes) and the other fleshed-out encounters don't have much of a point beyond "Let's see what monster they've encountered beyond door #665!" (There's no where near those number of doors, but it is the Abyss...) A group could easily be flailing about, wondering what they're supposed to do next or where to go. It's presented as a place for pure exploration, without elements of story or plot (beyond "find out where Lolth is, and kill her"). There's no guidance on what to be looking for, clues which doors might lead to her (or where they might go) or guidance/clues about the demonweb and ways to figure out how disturbingly convoluted the webways are without physically spending hours wandering the twisted halls. In my opinion, the demonweb would have been far better presented as a flowchart showing the relations of important features than the escher-twisted color-coded maps it ended up with (and I think later revisits in Planescape, Dungeon Mag and Expedition did this). While those color-coded maps look pretty, they're worthless for actual use, boring, tedious, as well as more inhibiting to the imagination (we're in the heart of Chaos and looking at a roadmap that neatly conforms to graph paper?) [/QUOTE]
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