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EN Publishing
War of the Burning Sky – Scouring of Gate Pass detailed impressions (spoilers)
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<blockquote data-quote="Skyscraper" data-source="post: 5222073" data-attributes="member: 48518"><p>Thanks for the replies. And sorry if my post sounds a bit gruff. I still stand by what I said, but I want to convey that I respect this work that comprises several very interesting elements for which my superlatives were perhaps not as colorful as those used in my (consequently not consctructive enough) critisism. I managed to cite Benny Hill for the first time in 15 years though! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I went and read Durn's adventure description in this board and, at the outset, congratulations on a great forum writeup. Interesting and good balance between too much and too few details. Fun read.</p><p></p><p>And, I admit, it has given me pause to consider the adventure path differently. There are some things that still don't jive with me in the Scouring of Gate Pass but perhaps I'm focusing too much on single encounters (such as the weasel one) and not enough on the big picture that includes some of the very strong upsides that the AP has to offer.</p><p></p><p>I'll have to reconsider my decision to avoid this adventure and perhaps work out a few of the disturbing (for me) elements (unnecessary encounters and too much Torrent intervention) and use those encounters I find cool in more of a free-form manner based on the good setting and story. Hmm. Food for thought.</p><p></p><p>**********</p><p></p><p>Short wish-list if you're going for another AP (probably would belong in another thread and who-the-heck-am-I-to-give-you-advice, but here it is if you wish to hear just this ordinary guy's opinion):</p><p></p><p>- free form adventures are cool (inasmuch as design permits). E.g. provide a setting, a storyline, a goal, then let the players find their way to that goal anyway they like, providing numerous encounter a portion of which will probably remain unused. The precise time or sequence of encounters should be left out. Of course, this can only be done for a number of encounters, then a goal is achieved, the PCs have levelled up once or twice and you constrict the game back to a chokepoint, whereafter you let the PCs loose again, and so on.</p><p>- skill challenges should be few and far between, not every other encounter. General skills challenges can be provided to the GM such as a footrace through the city, breaking out of a guarded area, and the like, usable in different instances.</p><p>- bring back the RP officially in the modules. Let PCs play their way out of key situations without providing a mechanic for it! It might come down to a (general) skill challenge or a battle, but the <em>DM </em>is not aware of where it's supposed to go, and that's the key point.</p><p>- don't pay XP if a player heals an NPC by the roadside <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't pretend to know the ins and outs of designing APs or modules and some of you most obviously know better than I do on that topic. My intent is only to give my feedback and impressions and the above list is to hopefully make it constructive.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5222073, member: 48518"] Thanks for the replies. And sorry if my post sounds a bit gruff. I still stand by what I said, but I want to convey that I respect this work that comprises several very interesting elements for which my superlatives were perhaps not as colorful as those used in my (consequently not consctructive enough) critisism. I managed to cite Benny Hill for the first time in 15 years though! ;) I went and read Durn's adventure description in this board and, at the outset, congratulations on a great forum writeup. Interesting and good balance between too much and too few details. Fun read. And, I admit, it has given me pause to consider the adventure path differently. There are some things that still don't jive with me in the Scouring of Gate Pass but perhaps I'm focusing too much on single encounters (such as the weasel one) and not enough on the big picture that includes some of the very strong upsides that the AP has to offer. I'll have to reconsider my decision to avoid this adventure and perhaps work out a few of the disturbing (for me) elements (unnecessary encounters and too much Torrent intervention) and use those encounters I find cool in more of a free-form manner based on the good setting and story. Hmm. Food for thought. ********** Short wish-list if you're going for another AP (probably would belong in another thread and who-the-heck-am-I-to-give-you-advice, but here it is if you wish to hear just this ordinary guy's opinion): - free form adventures are cool (inasmuch as design permits). E.g. provide a setting, a storyline, a goal, then let the players find their way to that goal anyway they like, providing numerous encounter a portion of which will probably remain unused. The precise time or sequence of encounters should be left out. Of course, this can only be done for a number of encounters, then a goal is achieved, the PCs have levelled up once or twice and you constrict the game back to a chokepoint, whereafter you let the PCs loose again, and so on. - skill challenges should be few and far between, not every other encounter. General skills challenges can be provided to the GM such as a footrace through the city, breaking out of a guarded area, and the like, usable in different instances. - bring back the RP officially in the modules. Let PCs play their way out of key situations without providing a mechanic for it! It might come down to a (general) skill challenge or a battle, but the [I]DM [/I]is not aware of where it's supposed to go, and that's the key point. - don't pay XP if a player heals an NPC by the roadside :) I don't pretend to know the ins and outs of designing APs or modules and some of you most obviously know better than I do on that topic. My intent is only to give my feedback and impressions and the above list is to hopefully make it constructive. Sky [/QUOTE]
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