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The Longest Night
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<blockquote data-quote="cscottk" data-source="post: 2008274" data-attributes="member: 2657"><p>**spoilers**</p><p></p><p>First off, overall this a really good adventure. What this module does best is evoke a sense of adventure and plot. Plot, in most modules, is a rare occurrence. Often the average module is a dungeon crawl with a smidge of plot, but not this one. Privateer Press obviously went with the idea of a story-driven module first, then added the combat elements (this is no Keep on the Borderlands).</p><p></p><p>Which brings up the faults of this module. More often than not, this module can slow down my group. The first act, although was fun for the DM, is devoid of any really scripted action. Toward the end of the first night, my group was dying to kill something. In order to find the secrets of the grave robberies, players have to interview various town folk. However, almost all of the people that they will interview have no information, which can really discourage the rolepalyers. Each interview should have provided a little bit of information to encourage the players.</p><p></p><p>The other problem this adventure has is barren, and almost pointless, dungeons. The first 2 acts have crawls that do little (in terms of the size of the dungeon) to forward the plot of the story. The DM has to incorprate a lot of "new" stuff to keep the dungeon intersting and to motivate the players to continue. I know that Privateer Press is going to correct the "lack of encounters" in the next module, so the next one should be really good.</p><p></p><p>It is obvious from the structure of the module, that the third act is where most of the focus was spent. It is in this act that all of the elements blend best--their is both plenty of story and action.</p><p></p><p>Overall, this is a very good module for a DM who is not new to the game. A lot of elements need to come from the DM to keep the players both motivated and interested. The story needs some prodding from the DM to keep it moving, a lot of the creatures need "beefing" up (my group was never really challenged in this module).</p><p></p><p>Even though this review is just full of complaints, I do highly reccomend this module. Privateer Press will get better with practice. The Iron Kingdoms world will get better with the release of the source material (which I wish they had released first).</p></blockquote><p></p>
[QUOTE="cscottk, post: 2008274, member: 2657"] **spoilers** First off, overall this a really good adventure. What this module does best is evoke a sense of adventure and plot. Plot, in most modules, is a rare occurrence. Often the average module is a dungeon crawl with a smidge of plot, but not this one. Privateer Press obviously went with the idea of a story-driven module first, then added the combat elements (this is no Keep on the Borderlands). Which brings up the faults of this module. More often than not, this module can slow down my group. The first act, although was fun for the DM, is devoid of any really scripted action. Toward the end of the first night, my group was dying to kill something. In order to find the secrets of the grave robberies, players have to interview various town folk. However, almost all of the people that they will interview have no information, which can really discourage the rolepalyers. Each interview should have provided a little bit of information to encourage the players. The other problem this adventure has is barren, and almost pointless, dungeons. The first 2 acts have crawls that do little (in terms of the size of the dungeon) to forward the plot of the story. The DM has to incorprate a lot of "new" stuff to keep the dungeon intersting and to motivate the players to continue. I know that Privateer Press is going to correct the "lack of encounters" in the next module, so the next one should be really good. It is obvious from the structure of the module, that the third act is where most of the focus was spent. It is in this act that all of the elements blend best--their is both plenty of story and action. Overall, this is a very good module for a DM who is not new to the game. A lot of elements need to come from the DM to keep the players both motivated and interested. The story needs some prodding from the DM to keep it moving, a lot of the creatures need "beefing" up (my group was never really challenged in this module). Even though this review is just full of complaints, I do highly reccomend this module. Privateer Press will get better with practice. The Iron Kingdoms world will get better with the release of the source material (which I wish they had released first). [/QUOTE]
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