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Shadows of the Last War
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<blockquote data-quote="Hellcow" data-source="post: 1700140" data-attributes="member: 15800"><p>Let's see how much of the thread can be blacked out!</p><p>[SPOILER]I've actually had quite a few groups I've run through it attack Garrow - frankly, I'm worred that he's not tough enough to survive a well-planned out assault. Luckily, they usually open up with ineffective attacks, which gives him time to make a getaway. I'm always amused when the rules lawyer starts plotting out lots of careful anti-vampire tactics... </p><p></p><p>As for railroading, I suppose you coud say that Rose Quarry is completely linear in that you will ultimately need to find and decrypt the map. Yes, there s a goal for you to accomplish. But there are different ways to get there. I've had groups attack the EC camp. Some fight Garrow. I had one where one member of the group surrendered to Garrow in the hopes of finding out what the EC was up to. It may not be the most flexible scenario in the world, but there certainly are choices to be made. </p><p></p><p>Interesting on the "few opportunities for roleplaying all end as combat encounters", too -- I think it does depend on the group. One of my favorite scenes was between a party and the dire wolf in Whitehearth, where roleplaying is what keeps it from being a combat scene. And the surrender scene I mentioned above was much more interesting than most of the fighting. I agree that it's not heavy on the mystery/RP; it's mainly about travel. For more of a talking game, check out Steel Shadows, my adventure in the next issue of Dungeon. (Or, of course, you could just decide that I suck and never read anything of mine again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Hellcow, post: 1700140, member: 15800"] Let's see how much of the thread can be blacked out! [SPOILER]I've actually had quite a few groups I've run through it attack Garrow - frankly, I'm worred that he's not tough enough to survive a well-planned out assault. Luckily, they usually open up with ineffective attacks, which gives him time to make a getaway. I'm always amused when the rules lawyer starts plotting out lots of careful anti-vampire tactics... As for railroading, I suppose you coud say that Rose Quarry is completely linear in that you will ultimately need to find and decrypt the map. Yes, there s a goal for you to accomplish. But there are different ways to get there. I've had groups attack the EC camp. Some fight Garrow. I had one where one member of the group surrendered to Garrow in the hopes of finding out what the EC was up to. It may not be the most flexible scenario in the world, but there certainly are choices to be made. Interesting on the "few opportunities for roleplaying all end as combat encounters", too -- I think it does depend on the group. One of my favorite scenes was between a party and the dire wolf in Whitehearth, where roleplaying is what keeps it from being a combat scene. And the surrender scene I mentioned above was much more interesting than most of the fighting. I agree that it's not heavy on the mystery/RP; it's mainly about travel. For more of a talking game, check out Steel Shadows, my adventure in the next issue of Dungeon. (Or, of course, you could just decide that I suck and never read anything of mine again. :) ) [/SPOILER] [/QUOTE]
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