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Sunless Citidel vs. Keep on the Shadowfell
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<blockquote data-quote="NiTessine" data-source="post: 4387947" data-attributes="member: 475"><p><em>Sunless Citadel</em> was good. It had variety in its encounters, and an interesting dungeon. It also gave us Meepo, who grew more or less spontaneously to be one of the signature NPCs of the new edition (and unfortunately started the Drizzt syndrome for kobolds, but in my opinion most of the blame goes to Deekin).</p><p></p><p><em>Keep on the Shadowfell</em>, on the other hand, is overly long, repetitive and boring. It has a painfully artificial attempt to recreate Meepo, a starting village that makes no sense and one of the most irritatingly stupid villains I've ever seen. The first half of the module is a railroad into a static dungeon setting that features, among other things, an encounter with infinite enemies and a fight with rats. It felt like the Castle Caldwell Christmas calendar all over again. The whole thing culminates in a fight that plays out like something out of an unpopular WoW instance. To top it off, the turkey costs $30 and is printed on low-quality paper that disintegrates during play. WotC has innovated the disposable adventure module.</p><p></p><p>It's actually more worthwhile to compare KotS to <em>Scourge of the Howling Horde</em> than <em>Sunless Citadel</em>. SotHH is more recent and the modules are very much alike in style and content. However, the modules take completely different approaches to the dungeon. In SotHH, the dungeon lives. Enemies react to noise and fleeing allies. They have response times. Some of them even have personalities, and there are memorable encounters to be had. Additionally, the dungeon is just the right size to be played in an evening or two.</p><p></p><p>KotS has none of these things and is way longer than it has any right to be. In fact, going with the MMO comparison, KotS is written to play out just like an instance in <em>World of Warcraft</em>, while SotHH emphasises the strengths of the tabletop RPG over a computer game.</p></blockquote><p></p>
[QUOTE="NiTessine, post: 4387947, member: 475"] [i]Sunless Citadel[/i] was good. It had variety in its encounters, and an interesting dungeon. It also gave us Meepo, who grew more or less spontaneously to be one of the signature NPCs of the new edition (and unfortunately started the Drizzt syndrome for kobolds, but in my opinion most of the blame goes to Deekin). [i]Keep on the Shadowfell[/i], on the other hand, is overly long, repetitive and boring. It has a painfully artificial attempt to recreate Meepo, a starting village that makes no sense and one of the most irritatingly stupid villains I've ever seen. The first half of the module is a railroad into a static dungeon setting that features, among other things, an encounter with infinite enemies and a fight with rats. It felt like the Castle Caldwell Christmas calendar all over again. The whole thing culminates in a fight that plays out like something out of an unpopular WoW instance. To top it off, the turkey costs $30 and is printed on low-quality paper that disintegrates during play. WotC has innovated the disposable adventure module. It's actually more worthwhile to compare KotS to [i]Scourge of the Howling Horde[/i] than [i]Sunless Citadel[/i]. SotHH is more recent and the modules are very much alike in style and content. However, the modules take completely different approaches to the dungeon. In SotHH, the dungeon lives. Enemies react to noise and fleeing allies. They have response times. Some of them even have personalities, and there are memorable encounters to be had. Additionally, the dungeon is just the right size to be played in an evening or two. KotS has none of these things and is way longer than it has any right to be. In fact, going with the MMO comparison, KotS is written to play out just like an instance in [i]World of Warcraft[/i], while SotHH emphasises the strengths of the tabletop RPG over a computer game. [/QUOTE]
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