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<blockquote data-quote="Monte At Home" data-source="post: 219009" data-attributes="member: 1335"><p>Well, obviously you're entitled to your opinion, but we do indeed disagree. </p><p></p><p>The whole premise of the Crater Ridge Mines is that there are four different centers of power that can be pitted against one another if you convince them to do so. Over and over again, each encounter with various guards and whatnot points out that you can bluff your way past them if you are disguised as cultists.</p><p></p><p>Sure, there's a lot of fighting in this adventure. No doubt about it. But the people who complain about how the adventure is too tough are usually also the people who just try to fight there way through the whole thing. It was made as tough as it was, in fact, to discourage mindless "kill everything in the place" kinds of attitudes.</p><p></p><p>And, as someone else pointed out, Hommlet and Rastor are both filled with people to interact with.</p><p></p><p>It was my intent, as I was writing a "Return to" product, to present a module in the 1st Edition tradition. That is to say, present a well-detailed place, with stuff going on and notes detailing how the people in that place might react to certain events, and just leave it at that. Let the PCs decide what to do there and the (hopefully well-armed) DM deal with it.</p><p></p><p>It's certainly different from other adventures I've written, like say Dead Gods, which is very event-driven and plot-heavy. In the adventure I just finished, the Banewarrens, I try to merge the two styles and came up with some new ways to do just that.</p></blockquote><p></p>
[QUOTE="Monte At Home, post: 219009, member: 1335"] Well, obviously you're entitled to your opinion, but we do indeed disagree. The whole premise of the Crater Ridge Mines is that there are four different centers of power that can be pitted against one another if you convince them to do so. Over and over again, each encounter with various guards and whatnot points out that you can bluff your way past them if you are disguised as cultists. Sure, there's a lot of fighting in this adventure. No doubt about it. But the people who complain about how the adventure is too tough are usually also the people who just try to fight there way through the whole thing. It was made as tough as it was, in fact, to discourage mindless "kill everything in the place" kinds of attitudes. And, as someone else pointed out, Hommlet and Rastor are both filled with people to interact with. It was my intent, as I was writing a "Return to" product, to present a module in the 1st Edition tradition. That is to say, present a well-detailed place, with stuff going on and notes detailing how the people in that place might react to certain events, and just leave it at that. Let the PCs decide what to do there and the (hopefully well-armed) DM deal with it. It's certainly different from other adventures I've written, like say Dead Gods, which is very event-driven and plot-heavy. In the adventure I just finished, the Banewarrens, I try to merge the two styles and came up with some new ways to do just that. [/QUOTE]
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