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Queen of the Demonweb Pits - what's so bad?
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<blockquote data-quote="Beginning of the End" data-source="post: 5660547" data-attributes="member: 55271"><p>Depending on how you look at it, the module is either structurally broken or unplayably incomplete (or possibly both).</p><p></p><p>On the one hand, the primary content of the module seems to be the multiverse of worlds that you can access through the Demonweb. In an ideal world, it would play something like <em>Stargate: Spider Hell</em>. But none of those worlds are actually fleshed out in anything even remotely resembling playable content. So what you end up with is a bunch of undeveloped pitches for hypothetical <em>Stargate: Spider Hell</em> episodes.</p><p></p><p>But without those worlds, the Demonweb is a really, really boring dungeon. It's too large, too repetitive, and the encounters are spread too thin.</p><p></p><p>Okay, let's say you decide to flesh out all the multiversal stuff. For example, you take out the Nightworld of Vlad Tolenkov and replace it with I6 Ravenloft. You whip up actual maps for Lolth's Prison. And so forth. Now the Demonweb is serving its proper role as just a conduit between Lolth's many schemes on many different planes.</p><p></p><p>Unfortunately, the more you spruce up the epic multiversal portion of this adventure, the more anticlimactic Lolth's spaceship ends up being: Even laying aside the genre clash most people have with it, it's too small to really hold its weight as the epic conclusion to a 7-part mega-adventure (which also now has a dozen multiversal excursions added to it).</p><p></p><p>So to make Q1 work you need to (a) redesign the Demonweb to make it more flavorful and less barren; (b) flesh out all of the multiversal content; and (c) expand or completely replace the final confrontation with Lolth.</p><p></p><p>At that point, though, you've replaced the entire module.</p><p></p><p>By contrast, T1-4 just has some organizational issues which make it difficult to run effectively. Q1 has vast swaths of missing content and the content which is there is inadequate and unthemed.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5660547, member: 55271"] Depending on how you look at it, the module is either structurally broken or unplayably incomplete (or possibly both). On the one hand, the primary content of the module seems to be the multiverse of worlds that you can access through the Demonweb. In an ideal world, it would play something like [i]Stargate: Spider Hell[/i]. But none of those worlds are actually fleshed out in anything even remotely resembling playable content. So what you end up with is a bunch of undeveloped pitches for hypothetical [i]Stargate: Spider Hell[/i] episodes. But without those worlds, the Demonweb is a really, really boring dungeon. It's too large, too repetitive, and the encounters are spread too thin. Okay, let's say you decide to flesh out all the multiversal stuff. For example, you take out the Nightworld of Vlad Tolenkov and replace it with I6 Ravenloft. You whip up actual maps for Lolth's Prison. And so forth. Now the Demonweb is serving its proper role as just a conduit between Lolth's many schemes on many different planes. Unfortunately, the more you spruce up the epic multiversal portion of this adventure, the more anticlimactic Lolth's spaceship ends up being: Even laying aside the genre clash most people have with it, it's too small to really hold its weight as the epic conclusion to a 7-part mega-adventure (which also now has a dozen multiversal excursions added to it). So to make Q1 work you need to (a) redesign the Demonweb to make it more flavorful and less barren; (b) flesh out all of the multiversal content; and (c) expand or completely replace the final confrontation with Lolth. At that point, though, you've replaced the entire module. By contrast, T1-4 just has some organizational issues which make it difficult to run effectively. Q1 has vast swaths of missing content and the content which is there is inadequate and unthemed. [/QUOTE]
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