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Shackled City: Week Ten
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<blockquote data-quote="Frozen DM" data-source="post: 2649119" data-attributes="member: 35841"><p>While there are quite a few Dungeon Crawl cliches in the first few adventures, the later ones stretch their wings a little bit. In particular, there is a very-good event-based adventure later on in the campaign (but I won't spoil it here). I found the opponents in the later adventure are quite intelligent, often working proactively against the PC's and not just waiting around passively to be killed. </p><p></p><p>I also think the designers did a great job spreading the focus to less used skills and character types. While there is a lot of combat, there are many opportunities for negotiation and diplomacy, stealth and character interaction. In fact, one of my players has decided to play an enchanter with a focus on diplomacy, politics and leadership. His goal is to eventually rise to a position of political power in Cauldron. And this is something that the campaign allows quite well. </p><p></p><p>I have to say I've been a bit suprised by my players. They are not approaching this campaign like so many others we've had. I've presented chances for them to negotiate with enemies as laid out in the adventure and they've taken them. One player has actually managed to make an ally out of the mimic simply because he was willing to talk instead of leap out with swords drawn. </p><p></p><p>Right now they're basically standing outside the door of the final encounter in Life's Bazar so we'll see how they handle that encounter (words or weapons).</p></blockquote><p></p>
[QUOTE="Frozen DM, post: 2649119, member: 35841"] While there are quite a few Dungeon Crawl cliches in the first few adventures, the later ones stretch their wings a little bit. In particular, there is a very-good event-based adventure later on in the campaign (but I won't spoil it here). I found the opponents in the later adventure are quite intelligent, often working proactively against the PC's and not just waiting around passively to be killed. I also think the designers did a great job spreading the focus to less used skills and character types. While there is a lot of combat, there are many opportunities for negotiation and diplomacy, stealth and character interaction. In fact, one of my players has decided to play an enchanter with a focus on diplomacy, politics and leadership. His goal is to eventually rise to a position of political power in Cauldron. And this is something that the campaign allows quite well. I have to say I've been a bit suprised by my players. They are not approaching this campaign like so many others we've had. I've presented chances for them to negotiate with enemies as laid out in the adventure and they've taken them. One player has actually managed to make an ally out of the mimic simply because he was willing to talk instead of leap out with swords drawn. Right now they're basically standing outside the door of the final encounter in Life's Bazar so we'll see how they handle that encounter (words or weapons). [/QUOTE]
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Shackled City: Week Ten
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