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Real tale of Old School feel?
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<blockquote data-quote="Geron Raveneye" data-source="post: 2451604" data-attributes="member: 2268"><p>You forget that, as with any kind of entertainment, calling it "bad design" or a "feature" is always a matter of taste. And D&D is primarily a kind of entertainment. So what's there to admit to? That your taste differs from that of others? Since when is that news? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Looking at the module in question, I see an adventure based around a family of (for an X-level adventure) incredibly powerful magic-users who were cursed by the most powerful of them to live in a state of timelessness. They are bored out of their skull, have the most bizarre sense of humor, are easily enraged, and don't exactly like each other...and they crave entertainment. They actually killed the head of their family, who in turn cursed them and the whole castle. He also is not compeltely dead yet, so he wants to be free, and needs some adventurers for that. He prefrably needs them alive, so each time they hunker down to rest and refresh, he sends them magical aid, and gives them hints in order to make them free him.</p><p></p><p>Yes, there is a lot of ad-ibbing necessary to run the encounters with each member of the family...or not, depending on how much you want to roleplay it. Some vents may look whacky, or silly...but that's what happens when a group of high-level magic-users with a bizarre sense of humor get bored to death. And the fights are there to keep the hack-level up with the bizarro-level. After all, a lot of people play D&D to have a few good fights with strange monsters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>It's funny that "adventure design" is such a hotly debated topic nowadays. If there was one formula to design the "perfect" adventure, and everybody would try to adhere to it...D&D would become as boring as hell. The fact that it IS so versatile, and able to entertain the most diverse kinds of players, is its strength, and the fact that so many players had fun with adventures like Desert of Desolation or Castle Amber shows that interesting storylines, roleplaying and whacky dungeon crawls don't have to be polar opposites.</p><p></p><p>By the way, I'd much prefer it if people qualified their declaration of taste a little better as their own opinion. It's a bit annoying when somebody comes up and states "This [insert here] sucks dead weasels" with the voice of non-existant authority. We're discussing taste here, people, not facts. And no, I never smoked crack, but I had a blast with this one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2451604, member: 2268"] You forget that, as with any kind of entertainment, calling it "bad design" or a "feature" is always a matter of taste. And D&D is primarily a kind of entertainment. So what's there to admit to? That your taste differs from that of others? Since when is that news? :) Looking at the module in question, I see an adventure based around a family of (for an X-level adventure) incredibly powerful magic-users who were cursed by the most powerful of them to live in a state of timelessness. They are bored out of their skull, have the most bizarre sense of humor, are easily enraged, and don't exactly like each other...and they crave entertainment. They actually killed the head of their family, who in turn cursed them and the whole castle. He also is not compeltely dead yet, so he wants to be free, and needs some adventurers for that. He prefrably needs them alive, so each time they hunker down to rest and refresh, he sends them magical aid, and gives them hints in order to make them free him. Yes, there is a lot of ad-ibbing necessary to run the encounters with each member of the family...or not, depending on how much you want to roleplay it. Some vents may look whacky, or silly...but that's what happens when a group of high-level magic-users with a bizarre sense of humor get bored to death. And the fights are there to keep the hack-level up with the bizarro-level. After all, a lot of people play D&D to have a few good fights with strange monsters. :) It's funny that "adventure design" is such a hotly debated topic nowadays. If there was one formula to design the "perfect" adventure, and everybody would try to adhere to it...D&D would become as boring as hell. The fact that it IS so versatile, and able to entertain the most diverse kinds of players, is its strength, and the fact that so many players had fun with adventures like Desert of Desolation or Castle Amber shows that interesting storylines, roleplaying and whacky dungeon crawls don't have to be polar opposites. By the way, I'd much prefer it if people qualified their declaration of taste a little better as their own opinion. It's a bit annoying when somebody comes up and states "This [insert here] sucks dead weasels" with the voice of non-existant authority. We're discussing taste here, people, not facts. And no, I never smoked crack, but I had a blast with this one. ;) [/QUOTE]
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