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Rejecting the Premise in a Module
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<blockquote data-quote="Mort" data-source="post: 8059426" data-attributes="member: 762"><p>Module writers sometimes make staggeringly bad decisions on what to include!</p><p></p><p>Let's take Waterdeep Dragon heist:</p><p></p><p>The module is 224 pages long. 60 or so of those pages are devoted to villain lairs. Problem is - the adventure, as designed, makes no provision for the PCs to find out about, go to or need anything from any of these lairs!</p><p></p><p>Further the Lairs are designed to be a challenge for 10+ level characters. The module is designed for characters level 1-5, so if the characters do find a lair and choose to explore it, they're in for a likely TPK.</p><p></p><p>It's just a baffling waste of 60 pages when the adventure could have used 60 pages to better connect the events in the adventure (the connective tissue of the adventure is sorely lacking and needs a lot of work).</p></blockquote><p></p>
[QUOTE="Mort, post: 8059426, member: 762"] Module writers sometimes make staggeringly bad decisions on what to include! Let's take Waterdeep Dragon heist: The module is 224 pages long. 60 or so of those pages are devoted to villain lairs. Problem is - the adventure, as designed, makes no provision for the PCs to find out about, go to or need anything from any of these lairs! Further the Lairs are designed to be a challenge for 10+ level characters. The module is designed for characters level 1-5, so if the characters do find a lair and choose to explore it, they're in for a likely TPK. It's just a baffling waste of 60 pages when the adventure could have used 60 pages to better connect the events in the adventure (the connective tissue of the adventure is sorely lacking and needs a lot of work). [/QUOTE]
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Rejecting the Premise in a Module
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