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<blockquote data-quote="Messageboard Golem" data-source="post: 2012270" data-attributes="member: 18387"><p>Sorry, I waited 6 months to write this review. I thought that I could be kinder dealing with it in retrospect, but I found that when I opened it up again, my feelings were just as strong and still the same.</p><p></p><p>I also played through this module. As you say, it is not as perfectly linear as a corridor with no doors. However, it is not open-ended by any stretch of the imagination. Two or three choices available to the players does not thrill me. However, this is certainly my personal viewpoint, and your mileage may vary. I prefered D3 to Dragonlance for this very reason. Perhaps you feel more secure with a more scripted approach. Many people do.</p><p></p><p>You may consider me to be an EGG fanboy -- you know nothing about me, nor do you have anything to judge except for the review I wrote. Perhaps your judgement is so attuned that you can make those claims on such minimal evidence. I merely think that you're foolish for making such a claim.</p><p></p><p>This module is the sequel to a classic Greyhawk module. Good manners would dictate that it at least try to fit within the setting and try not to break the material introduced in ToEE.</p><p></p><p>I would not place a rainforest within Anauroch. Why do you think that it's ok to place an active volcano within a populated land, and pretend that it's escaped notice? Is it that I think canon so holy? Or that my suspension of disbelief cannot be stretched so far?</p><p></p><p>I gave this module a '1' because it's not a very good module. It has some interesting material in it, true, but so does most fantasy literature that I read. A $5.99 book has more in the way of material than this $29.95 module.</p><p></p><p>A module is a playable adventure designed to save the DM time. Hopefully it's quality is better than the DM's own material. I pay money for professional designers to produce adventures that I could not have done so well, or in the free time available to me.</p><p></p><p>This module fails on all accounts. It's not playable straight out of the shrinkwrap for me. It tries to tie up many loose ends, without any concession to a DM who has already addressed those loose ends in his own campaign. Yet, these plot threads are so entwined within the adventure, that removing them is near impossible. What would you do, for example, if Tharizdun was not the Elder Elemental God? He's not, IMC. In fact, he is not contactable by anyone. Yet, without a lot of work, removing Tharizdun from this module is nearly impossible. Allowing him to stay in it goes against over 12 years of campaign history in my game, and is just as difficult to explain.</p><p></p><p>That's merely one item in a long list of items that I would have to change. Anyone with a longstanding GH campaign will also have many areas which this module kicks in the teeth.</p><p></p><p>As far as quality goes, this module is nothing to write home about. The plot is a cliche. The villains are transparent. The monsters are big and bad, to be true, but I can get that from the Monster Manual. It introduces a new prestige class -- the Doomdreamer -- that truly has no reason to exist. About the only thing of interest to me was the half-elemental template, and honestly, how often am I going to use that?</p><p></p><p>Good ideas and material I can work into my campaign abound everywhere. I see them in newspapers, novels, movies, and real life. I don't need professional designers to produce some good ideas for me -- I need them to produce a playable adventure that I can drop into my own campaign with minimal or no work. That's what I pay them for.</p><p></p><p>And that's what this module fails to deliver.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2012270, member: 18387"] Sorry, I waited 6 months to write this review. I thought that I could be kinder dealing with it in retrospect, but I found that when I opened it up again, my feelings were just as strong and still the same. I also played through this module. As you say, it is not as perfectly linear as a corridor with no doors. However, it is not open-ended by any stretch of the imagination. Two or three choices available to the players does not thrill me. However, this is certainly my personal viewpoint, and your mileage may vary. I prefered D3 to Dragonlance for this very reason. Perhaps you feel more secure with a more scripted approach. Many people do. You may consider me to be an EGG fanboy -- you know nothing about me, nor do you have anything to judge except for the review I wrote. Perhaps your judgement is so attuned that you can make those claims on such minimal evidence. I merely think that you're foolish for making such a claim. This module is the sequel to a classic Greyhawk module. Good manners would dictate that it at least try to fit within the setting and try not to break the material introduced in ToEE. I would not place a rainforest within Anauroch. Why do you think that it's ok to place an active volcano within a populated land, and pretend that it's escaped notice? Is it that I think canon so holy? Or that my suspension of disbelief cannot be stretched so far? I gave this module a '1' because it's not a very good module. It has some interesting material in it, true, but so does most fantasy literature that I read. A $5.99 book has more in the way of material than this $29.95 module. A module is a playable adventure designed to save the DM time. Hopefully it's quality is better than the DM's own material. I pay money for professional designers to produce adventures that I could not have done so well, or in the free time available to me. This module fails on all accounts. It's not playable straight out of the shrinkwrap for me. It tries to tie up many loose ends, without any concession to a DM who has already addressed those loose ends in his own campaign. Yet, these plot threads are so entwined within the adventure, that removing them is near impossible. What would you do, for example, if Tharizdun was not the Elder Elemental God? He's not, IMC. In fact, he is not contactable by anyone. Yet, without a lot of work, removing Tharizdun from this module is nearly impossible. Allowing him to stay in it goes against over 12 years of campaign history in my game, and is just as difficult to explain. That's merely one item in a long list of items that I would have to change. Anyone with a longstanding GH campaign will also have many areas which this module kicks in the teeth. As far as quality goes, this module is nothing to write home about. The plot is a cliche. The villains are transparent. The monsters are big and bad, to be true, but I can get that from the Monster Manual. It introduces a new prestige class -- the Doomdreamer -- that truly has no reason to exist. About the only thing of interest to me was the half-elemental template, and honestly, how often am I going to use that? Good ideas and material I can work into my campaign abound everywhere. I see them in newspapers, novels, movies, and real life. I don't need professional designers to produce some good ideas for me -- I need them to produce a playable adventure that I can drop into my own campaign with minimal or no work. That's what I pay them for. And that's what this module fails to deliver. [/QUOTE]
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