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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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(Sigh) Another railroad ... (WotVB)
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<blockquote data-quote="Radiating Gnome" data-source="post: 1785561" data-attributes="member: 150"><p>I'm at the very end of the first,and about to start the second of these two mods. </p><p></p><p>And, I'll grant the chugga chugga criticisms -- especially the second one does seem to have very few places where the PC do much more that go along for the ride -- but it's an excellent ride, IMO. </p><p></p><p>The second mod has some great set pieces -- and clearly they are the anchors of the adventure. There's a costume ball, for one, and a mid-air battle between two flying ships. The overall arc may be a bit too linear and undeveloped, but the scenes themselves will make for exciting play. </p><p></p><p>And, as far as pushing for the NPCs to continue to escape from one scene to the next . . . well, yeah. It's a chase. If the PCs catch him, it's over. Perhaps some discussion in the introduction of the mod would help less experienced DMs deal with this -- discuss the idea that the mod as printed is a series of chances for the PCs to catch up to the bad guys -- and deal with obstacles that appear in their path as they continue the chase. If they managed to end the chase early by catching the target, well, the mod's over. Is that a problem? Well, if you didn't get to use one of your cool scenes, drag that scene over into another adventure later on. </p><p></p><p>Still, most good DMs will understand that the printed mod is a plan, not a program. It's a set of creative ideas and suggestions to work with, but individual games will do individual things, and the DM needs to roll with that. After all, this isn't NWN.</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 1785561, member: 150"] I'm at the very end of the first,and about to start the second of these two mods. And, I'll grant the chugga chugga criticisms -- especially the second one does seem to have very few places where the PC do much more that go along for the ride -- but it's an excellent ride, IMO. The second mod has some great set pieces -- and clearly they are the anchors of the adventure. There's a costume ball, for one, and a mid-air battle between two flying ships. The overall arc may be a bit too linear and undeveloped, but the scenes themselves will make for exciting play. And, as far as pushing for the NPCs to continue to escape from one scene to the next . . . well, yeah. It's a chase. If the PCs catch him, it's over. Perhaps some discussion in the introduction of the mod would help less experienced DMs deal with this -- discuss the idea that the mod as printed is a series of chances for the PCs to catch up to the bad guys -- and deal with obstacles that appear in their path as they continue the chase. If they managed to end the chase early by catching the target, well, the mod's over. Is that a problem? Well, if you didn't get to use one of your cool scenes, drag that scene over into another adventure later on. Still, most good DMs will understand that the printed mod is a plan, not a program. It's a set of creative ideas and suggestions to work with, but individual games will do individual things, and the DM needs to roll with that. After all, this isn't NWN. -rg [/QUOTE]
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