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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="Blackbrrd" data-source="post: 5222169" data-attributes="member: 63962"><p>After DM-ing the Scouring of Gate pass I can tell you that it's a really good module. Although, as you note, there are some issues that you would want to resolve.</p><p></p><p>There are some silly encounters, but hey, they don't need to take much time and the characters are quite free to skip them. The group I played had quite a lot of fun with the weasel-guy. It's so ridicules it gets amusing. Most of the skill challenges can be run in such a way that they are amusing and a break from hard combat. My party loved the Dwarf-skill challenges at the end of the module and the resulting feast afterwards. Yeah, and the melancholic singer: it got one of my players start singing in character and really made the place feel alive. Think of the skill challenges as opportunities to create atmosphere and pulling the players into the game.</p><p></p><p>Regarding Torrent and how you run her: it's very much up to you as a DM. I ran her as a normal NPC in the first combat and stated out of character to my players that she wouldn't interact in combat after this because it's a huge party and having her help doesn't make combat any more fun, it just makes it slower. The way I ran her I am quite sure the players didn't feel led by the nose. They had a lot of opportunities to choose what actions their players would take.</p><p></p><p>Regarding the 10th level elite, there are so many ways for the characters to handle this situation that has nothing to do with combat I am nearly feeling we aren't reading the same module. The only way it will end with a fight is if your characters are looking for one and they should have plenty warning about it being a bad idea. </p><p></p><p>I think that the reason you feel the module is rail roading the characters along is that it might seem so after your first reading, but if you take the time to see how you can run it, you will notice that the characters have plenty of options the whole time and that the NPC's have their own motivation for their actions so it's relatively easy to adapt their behaviour to the characters actions.</p><p></p><p>For instance the players had gotten their hands on the quest item back from the Eladrin and the little devil knew about it but couldn't take it from the PC's. He also knew about the the Eladrin elite, so while invisible he blackmailed the characters for the item. It's not something that is written in the module, but the motivations for the devil NPC is quite clear - he will do anything to get his hands on it.</p><p></p><p>To sum it up: Some parts of the module are probably not as you would want it, but the basic plot, the NPC's and the motivations are very logical and easy to build upon as a DM. It's not at all like the typical WoTC modules that are very straight forward with no thinking necessary.</p><p></p><p>You can read the review I made after DM-ing the module here. I was quite enthusiastic as it was one of the best experiences after running a module I have had in over 10 years of roleplaying.</p><p><a href="http://www.enworld.org/forum/war-burning-sky/275279-scouring-gate-pass-short-review.html" target="_blank">http://www.enworld.org/forum/war-burning-sky/275279-scouring-gate-pass-short-review.html</a></p><p></p><p>(Regarding XP: I levelled the characters using the xp-chart as a guideline instead of counting xp for every single encounter. It just doesn't fit in with how the module works, just as you noted)</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 5222169, member: 63962"] After DM-ing the Scouring of Gate pass I can tell you that it's a really good module. Although, as you note, there are some issues that you would want to resolve. There are some silly encounters, but hey, they don't need to take much time and the characters are quite free to skip them. The group I played had quite a lot of fun with the weasel-guy. It's so ridicules it gets amusing. Most of the skill challenges can be run in such a way that they are amusing and a break from hard combat. My party loved the Dwarf-skill challenges at the end of the module and the resulting feast afterwards. Yeah, and the melancholic singer: it got one of my players start singing in character and really made the place feel alive. Think of the skill challenges as opportunities to create atmosphere and pulling the players into the game. Regarding Torrent and how you run her: it's very much up to you as a DM. I ran her as a normal NPC in the first combat and stated out of character to my players that she wouldn't interact in combat after this because it's a huge party and having her help doesn't make combat any more fun, it just makes it slower. The way I ran her I am quite sure the players didn't feel led by the nose. They had a lot of opportunities to choose what actions their players would take. Regarding the 10th level elite, there are so many ways for the characters to handle this situation that has nothing to do with combat I am nearly feeling we aren't reading the same module. The only way it will end with a fight is if your characters are looking for one and they should have plenty warning about it being a bad idea. I think that the reason you feel the module is rail roading the characters along is that it might seem so after your first reading, but if you take the time to see how you can run it, you will notice that the characters have plenty of options the whole time and that the NPC's have their own motivation for their actions so it's relatively easy to adapt their behaviour to the characters actions. For instance the players had gotten their hands on the quest item back from the Eladrin and the little devil knew about it but couldn't take it from the PC's. He also knew about the the Eladrin elite, so while invisible he blackmailed the characters for the item. It's not something that is written in the module, but the motivations for the devil NPC is quite clear - he will do anything to get his hands on it. To sum it up: Some parts of the module are probably not as you would want it, but the basic plot, the NPC's and the motivations are very logical and easy to build upon as a DM. It's not at all like the typical WoTC modules that are very straight forward with no thinking necessary. You can read the review I made after DM-ing the module here. I was quite enthusiastic as it was one of the best experiences after running a module I have had in over 10 years of roleplaying. [URL]http://www.enworld.org/forum/war-burning-sky/275279-scouring-gate-pass-short-review.html[/URL] (Regarding XP: I levelled the characters using the xp-chart as a guideline instead of counting xp for every single encounter. It just doesn't fit in with how the module works, just as you noted) [/QUOTE]
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