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"Speaker in Dreams" is one of the twinkiest adventures ever written
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<blockquote data-quote="darkbard" data-source="post: 436829" data-attributes="member: 1282"><p>since this thread has become as much a debate over high magic/high fantasy vs. low magic/realism as it is about the merits of this specific adventure, i think it's important to point out the following: the adventure as written does not violate the outline for party strength vs. appropriate challenge as outlined in the dmg. that is, the way the game is written, players of this level should be facing commensurate challenges and reaping similar rewards. one can debate the logical consistency of fiendish dinosaurs and illithids in a city adventure 'til a gate to the fiendish planes opens, but one cannot fairly criticize the adventure along level-appropriate lines.</p><p></p><p>now, everyone's idea of the ideal campaign flavor differs slightly, but as part of the adventure path series this adventure is written at a sort of medium-default. this game is called dungeons and dragons for a reason. the games are assumed to include an element of the fantastic. adventurers exist to save "civilized societies" from monstrous threats, evil sorcerers and clerics, orc hordes, and what not. this adventure does a fine job of outlining the vast array of possible threats characters can face. and while it is a fun, challenging and coherent adventure in its own right, it is also a blueprint for dm's designing their own adventures--illustrating how to tie disparate elements into a cohesive whole, expanding the number of paints on the dm's palette, if you will. these elements will not appeal to all players, of course, but they are the assumed standard from which individual games vary to a greater or lesser extent in either direction.</p></blockquote><p></p>
[QUOTE="darkbard, post: 436829, member: 1282"] since this thread has become as much a debate over high magic/high fantasy vs. low magic/realism as it is about the merits of this specific adventure, i think it's important to point out the following: the adventure as written does not violate the outline for party strength vs. appropriate challenge as outlined in the dmg. that is, the way the game is written, players of this level should be facing commensurate challenges and reaping similar rewards. one can debate the logical consistency of fiendish dinosaurs and illithids in a city adventure 'til a gate to the fiendish planes opens, but one cannot fairly criticize the adventure along level-appropriate lines. now, everyone's idea of the ideal campaign flavor differs slightly, but as part of the adventure path series this adventure is written at a sort of medium-default. this game is called dungeons and dragons for a reason. the games are assumed to include an element of the fantastic. adventurers exist to save "civilized societies" from monstrous threats, evil sorcerers and clerics, orc hordes, and what not. this adventure does a fine job of outlining the vast array of possible threats characters can face. and while it is a fun, challenging and coherent adventure in its own right, it is also a blueprint for dm's designing their own adventures--illustrating how to tie disparate elements into a cohesive whole, expanding the number of paints on the dm's palette, if you will. these elements will not appeal to all players, of course, but they are the assumed standard from which individual games vary to a greater or lesser extent in either direction. [/QUOTE]
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"Speaker in Dreams" is one of the twinkiest adventures ever written
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