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<blockquote data-quote="William Ronald" data-source="post: 1313309" data-attributes="member: 426"><p>I will chime in on this as well, as I think Whispering Woodwind has a lot to recommend to it as an adventure. It is designed to be readily flexible for different DMs and different levels of power and player skill for a fledgling band of adventure. The system used to describe characters is useful, and the adventure is highly portable between different campaign settings.</p><p></p><p>Unlike many low-level adventures, it is not set in an isolated dungeon. The characters have a chance to help shape the life of a small community, and can even help it recover after they deal with the main threats in the adventure. </p><p></p><p>The adventure can be run in very different ways. The gypsy-like Trundlefolk can be left in or out of the adventure, and can help serve as recurring characters. Similarly, the urban part of the Whispering Woodwind -- urban settings being a rarity for low level adventures -- can be reused and alterred to fit a DMs specific needs.</p><p></p><p>I think the Whispering Woodland's great strength is that it does not assume one size fits all as many adventures do. The adventure features advice on how DMs can run the adventure, alter the pace of the adventure, and features several good opportunities for role-playing. Thus, a DM can really make this adventure fit into his type of campaign -- whether his players are problem solvers, role players, warriors, or a mixture of the preceding.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 1313309, member: 426"] I will chime in on this as well, as I think Whispering Woodwind has a lot to recommend to it as an adventure. It is designed to be readily flexible for different DMs and different levels of power and player skill for a fledgling band of adventure. The system used to describe characters is useful, and the adventure is highly portable between different campaign settings. Unlike many low-level adventures, it is not set in an isolated dungeon. The characters have a chance to help shape the life of a small community, and can even help it recover after they deal with the main threats in the adventure. The adventure can be run in very different ways. The gypsy-like Trundlefolk can be left in or out of the adventure, and can help serve as recurring characters. Similarly, the urban part of the Whispering Woodwind -- urban settings being a rarity for low level adventures -- can be reused and alterred to fit a DMs specific needs. I think the Whispering Woodland's great strength is that it does not assume one size fits all as many adventures do. The adventure features advice on how DMs can run the adventure, alter the pace of the adventure, and features several good opportunities for role-playing. Thus, a DM can really make this adventure fit into his type of campaign -- whether his players are problem solvers, role players, warriors, or a mixture of the preceding. [/QUOTE]
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