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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7170840" data-attributes="member: 29398"><p>Never saw those ones.</p><p></p><p>Re: Marauders of the Dune Sea</p><p></p><p>It played better than it read, to be sure. The set-piece in the town was way better than I expected from reading it, then between the party's own actions and my backstory the party ended up tasked with going into the endless sandstorm and stopping something (supposedly) happening there, but when they got there it had already been stopped by the local opposition. So the PCs decide to take on the local opposition, and wade into the dungeon - after having loads of headaches with the 'shockers' around the entrance. I'd added some extra passages and connections between the existing encounters within the dungeon so it wasn't as linear as designed, but didn't add any more encounters; and I think this helped a lot.</p><p></p><p>The final set-piece in there was pretty good too.</p><p></p><p>KotS seemed to me to be written to (try to) showcase a few things: that you didn't need to stop or rest nearly as often as earlier editions, that level advancement was going to be very fast, and the idea of the big set-piece encounter. Its layout is better designed than some 4e modules, though still far from anything I'd call good as there's too many choke points and nowhere near enough vertical connections between the levels and-or outdoors.</p><p></p><p>Its biggest problem IMO is that it very obviously ran out of page count about 2 pages too soon, forcing them to leave out some blindingly obvious what-if answers around the final set-piece encounter with the BBEG. There's also next to no provision for how or if or when the occupants of that encounter area interact with those of the immediately preceding encounter area* even though they obviously would interact and-or come to each other's defense.</p><p></p><p>* - these final two are completely linear: you simply can't get to the BBEG battle without going through the first encounter.</p><p></p><p>In a true sandbox two of those three questions are kind of irrelevant; as both the meaning and accomplishment of the fight might well be nothing more than earning the PCs some experience, and many encounters may well be random and ultimately meaningless beyond just the xp (and maybe treasure) they provide.</p><p></p><p>Interesting spot and-or interesting opponents might also vary.</p><p></p><p>Lan-"so far this campaign I've (converted and) run adventures from every edition except 2e; and the 3e ones are the trickiest to convert"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7170840, member: 29398"] Never saw those ones. Re: Marauders of the Dune Sea It played better than it read, to be sure. The set-piece in the town was way better than I expected from reading it, then between the party's own actions and my backstory the party ended up tasked with going into the endless sandstorm and stopping something (supposedly) happening there, but when they got there it had already been stopped by the local opposition. So the PCs decide to take on the local opposition, and wade into the dungeon - after having loads of headaches with the 'shockers' around the entrance. I'd added some extra passages and connections between the existing encounters within the dungeon so it wasn't as linear as designed, but didn't add any more encounters; and I think this helped a lot. The final set-piece in there was pretty good too. KotS seemed to me to be written to (try to) showcase a few things: that you didn't need to stop or rest nearly as often as earlier editions, that level advancement was going to be very fast, and the idea of the big set-piece encounter. Its layout is better designed than some 4e modules, though still far from anything I'd call good as there's too many choke points and nowhere near enough vertical connections between the levels and-or outdoors. Its biggest problem IMO is that it very obviously ran out of page count about 2 pages too soon, forcing them to leave out some blindingly obvious what-if answers around the final set-piece encounter with the BBEG. There's also next to no provision for how or if or when the occupants of that encounter area interact with those of the immediately preceding encounter area* even though they obviously would interact and-or come to each other's defense. * - these final two are completely linear: you simply can't get to the BBEG battle without going through the first encounter. In a true sandbox two of those three questions are kind of irrelevant; as both the meaning and accomplishment of the fight might well be nothing more than earning the PCs some experience, and many encounters may well be random and ultimately meaningless beyond just the xp (and maybe treasure) they provide. Interesting spot and-or interesting opponents might also vary. Lan-"so far this campaign I've (converted and) run adventures from every edition except 2e; and the 3e ones are the trickiest to convert"-efan [/QUOTE]
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