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We Be Goblins! is a fun read
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<blockquote data-quote="Cerebral Paladin" data-source="post: 5599344" data-attributes="member: 3448"><p>Yeah, I agree that We Be Goblins! was a pretty fun read. I could imagine running it. It's much more impressive than the WotC Free RPG Day item, which I found to be pretty hackneyed and boring (although with some stat blocks that looked not bad; I might yoink some of those while pitching the setting/module).</p><p></p><p>I did think that We Be Goblins! had a couple of shortcomings, although I should note that I've only skimmed it and haven't run or played it. The goblin chief says that if you meet lots of things, you should kill them, but that if you meet the spider, maybe you should run away. That's part of some great stylish dialogue, but the module then has the PCs meet the spider... which is pretty wussy (an on-level encounter). Having some monsters that are tough enough that they should be avoided (or risk PC death and possible party defeat) can be good, but signaling that and then having a monster that isn't even the big threat of the module tells players "don't worry about signs that things are dangerous, you can and should still just kill everything," which is a bad thing in my book. There's a GM who cried dire wolf problem.</p><p></p><p>I also really wanted an encounter with Scribbleface; I sorta felt like the module started off really strong (great premise, amusing characters, fun chieftain, dares that should make for a flavorful bit of wackiness) and then petered out into a ho-hum dungeon crawl. Still, it looked like it would be fun to run, and like there's enough starting material to punch up with some judicious editing/revising into a quite fun game.</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 5599344, member: 3448"] Yeah, I agree that We Be Goblins! was a pretty fun read. I could imagine running it. It's much more impressive than the WotC Free RPG Day item, which I found to be pretty hackneyed and boring (although with some stat blocks that looked not bad; I might yoink some of those while pitching the setting/module). I did think that We Be Goblins! had a couple of shortcomings, although I should note that I've only skimmed it and haven't run or played it. The goblin chief says that if you meet lots of things, you should kill them, but that if you meet the spider, maybe you should run away. That's part of some great stylish dialogue, but the module then has the PCs meet the spider... which is pretty wussy (an on-level encounter). Having some monsters that are tough enough that they should be avoided (or risk PC death and possible party defeat) can be good, but signaling that and then having a monster that isn't even the big threat of the module tells players "don't worry about signs that things are dangerous, you can and should still just kill everything," which is a bad thing in my book. There's a GM who cried dire wolf problem. I also really wanted an encounter with Scribbleface; I sorta felt like the module started off really strong (great premise, amusing characters, fun chieftain, dares that should make for a flavorful bit of wackiness) and then petered out into a ho-hum dungeon crawl. Still, it looked like it would be fun to run, and like there's enough starting material to punch up with some judicious editing/revising into a quite fun game. [/QUOTE]
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