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Sinister Secret of Saltmarsh, off to a good start
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<blockquote data-quote="Celebrim" data-source="post: 7611613" data-attributes="member: 4937"><p>This. </p><p></p><p></p><p></p><p>They'd be better off reading a novel. The novelist presumably decided on a good story, and a good story at least conveys the since that the actions of the characters lead to meaningful consequences. When we read a novel and things happen purely to accomplish some preconceived plot and characters are made to jump through the essential story hoops without much motivation and sometimes contrary to what we've been lead to believe the character would do, then we tend to think, "This isn't a very good novel." </p><p></p><p>One of the problems I have with the U series as an adventure path, is that U2 in particular only is interesting if the players behave in the author's preconceived fashion. That is, the players are expected to go in blindly fighting the lizard folk, and then at some point short of killing all the lizard folk they change tactics. If the players never change tactics, then the adventure is fairly lame. If the players don't go in kicking the doors down, there is no adventure at all and the GM is provided such a minimalist idea for what the adventure should then be that it's likely to be unsatisfying even if they try to flex. In a module for low level adventurers, I consider this a very egregious flaw since the GM is often likely to be equally inexperienced.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7611613, member: 4937"] This. They'd be better off reading a novel. The novelist presumably decided on a good story, and a good story at least conveys the since that the actions of the characters lead to meaningful consequences. When we read a novel and things happen purely to accomplish some preconceived plot and characters are made to jump through the essential story hoops without much motivation and sometimes contrary to what we've been lead to believe the character would do, then we tend to think, "This isn't a very good novel." One of the problems I have with the U series as an adventure path, is that U2 in particular only is interesting if the players behave in the author's preconceived fashion. That is, the players are expected to go in blindly fighting the lizard folk, and then at some point short of killing all the lizard folk they change tactics. If the players never change tactics, then the adventure is fairly lame. If the players don't go in kicking the doors down, there is no adventure at all and the GM is provided such a minimalist idea for what the adventure should then be that it's likely to be unsatisfying even if they try to flex. In a module for low level adventurers, I consider this a very egregious flaw since the GM is often likely to be equally inexperienced. [/QUOTE]
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