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<blockquote data-quote="Primitive Screwhead" data-source="post: 5394543" data-attributes="member: 20805"><p>Regarding Fire Forest, </p><p></p><p> For my group there were comments about how railroady it was in 3x, but a large part of that is:</p><p> It starts with the group running away from the city and being forced down the path through the forest.</p><p> At a 4 hour session once per month, it took almost 3 months to get from the start of the module to the point in the Fire Forest where the meaningful choices come up. {at the village}</p><p></p><p> If I were to run it again, I would change the first part of the forest into an extended skill challenge and one combat { the one with Kashk}, getting the group relativley quickly into the village where they can start making choices as to where the plot goes.. trading backstory time with more detail on what those choices were.</p><p></p><p> I do really like all the background and flavour that the encounters lent to the adventure, as well as impressing that only heroes can make it through the blaze... but in play it just drew out.</p><p></p><p></p><p> The second thing to point out, my players recall the straight jacket of the road much clearer than they recall the choices or the insanity that is the capstone battlefield, mostly because they had selected an alliance and were not aware that the options were fleshed out for alternate endings.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5394543, member: 20805"] Regarding Fire Forest, For my group there were comments about how railroady it was in 3x, but a large part of that is: It starts with the group running away from the city and being forced down the path through the forest. At a 4 hour session once per month, it took almost 3 months to get from the start of the module to the point in the Fire Forest where the meaningful choices come up. {at the village} If I were to run it again, I would change the first part of the forest into an extended skill challenge and one combat { the one with Kashk}, getting the group relativley quickly into the village where they can start making choices as to where the plot goes.. trading backstory time with more detail on what those choices were. I do really like all the background and flavour that the encounters lent to the adventure, as well as impressing that only heroes can make it through the blaze... but in play it just drew out. The second thing to point out, my players recall the straight jacket of the road much clearer than they recall the choices or the insanity that is the capstone battlefield, mostly because they had selected an alliance and were not aware that the options were fleshed out for alternate endings. [/QUOTE]
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