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Revenge of the Giants - any thoughts?
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<blockquote data-quote="TirionAnthion" data-source="post: 4979235" data-attributes="member: 61048"><p>I agree that this module seems poorly written. The adventure lacks a comprehensive synopsis and it can be hard to get the big picture of the modules without reading the whole thing through. Even after several read throughs I am still finding things that I missed that effect the plot. </p><p> </p><p>The modules is strange in that the opening is very linear and on the rails and after that it opens up to such a degree that the PCs can go virtually any direction. This can cause problems with the PCs running into encounters that are too high for their level. I have had to do some on the fly modifications to make some of the encounters level appropriate. </p><p> </p><p>The module does require some leg work on the part of the DM. I find this to be true with any module I run. This one takes a little more work because of the open ended nature of the way the characters can approach the later part of the module. </p><p> </p><p>If you tend to dislike the 4e module style, this one is no different. It is a frame work to hang a game on. I am running it as a follow up to the Red Hand of Doom so I will be making some changes to integrate the module with that story.</p><p> </p><p>As for converting, I can't really speak to that. I convert alot to 4e but nothing from 4e. Your ability to convert from 4e will be the deciding factor in that regard.</p></blockquote><p></p>
[QUOTE="TirionAnthion, post: 4979235, member: 61048"] I agree that this module seems poorly written. The adventure lacks a comprehensive synopsis and it can be hard to get the big picture of the modules without reading the whole thing through. Even after several read throughs I am still finding things that I missed that effect the plot. The modules is strange in that the opening is very linear and on the rails and after that it opens up to such a degree that the PCs can go virtually any direction. This can cause problems with the PCs running into encounters that are too high for their level. I have had to do some on the fly modifications to make some of the encounters level appropriate. The module does require some leg work on the part of the DM. I find this to be true with any module I run. This one takes a little more work because of the open ended nature of the way the characters can approach the later part of the module. If you tend to dislike the 4e module style, this one is no different. It is a frame work to hang a game on. I am running it as a follow up to the Red Hand of Doom so I will be making some changes to integrate the module with that story. As for converting, I can't really speak to that. I convert alot to 4e but nothing from 4e. Your ability to convert from 4e will be the deciding factor in that regard. [/QUOTE]
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