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WGR1 Greyhawk Ruins -- Your Experiences?
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<blockquote data-quote="Vaprak001" data-source="post: 6282928" data-attributes="member: 6775623"><p>Frankly, this is probably my favourite ever module!</p><p></p><p>Summer, 1992 had beautiful weather in the UK and I'd just finished my second year at University. I should have sensibly got a job to earn some money but spent the entire Summer surviving on digestive biscuits and beer and DM'ing this module instead.</p><p></p><p>As mentioned, it was the volume of content and ideas included that was the module's core strength. When combined with a flexible structure, multiple potential plot-lines and 'light-touch' descriptions it allowed me to excel as a pragmatic DM and the players to have such fun.</p><p></p><p>The party started off meticulously exploring the Tower of War, but shifting humanoid war-bands meant they were cut off and had to retreat further down the Tower! So after spending two days playing fully in control, the players spent the next 6 weeks blindly trying to escape, meandering through all three towers. Obviously, I house-ruled out any need for inter-level expert training, this was more 'on-the-job' style training!</p><p></p><p>The party ended completing the whole adventure before... </p><p>*SPOILER* (sorry not sure how to hide text)</p><p>escaping in a spelljamming ship with urns full of ogre charming rings. That set of a series of further adventures that lasted for most of my 3rd year of Uni!</p></blockquote><p></p>
[QUOTE="Vaprak001, post: 6282928, member: 6775623"] Frankly, this is probably my favourite ever module! Summer, 1992 had beautiful weather in the UK and I'd just finished my second year at University. I should have sensibly got a job to earn some money but spent the entire Summer surviving on digestive biscuits and beer and DM'ing this module instead. As mentioned, it was the volume of content and ideas included that was the module's core strength. When combined with a flexible structure, multiple potential plot-lines and 'light-touch' descriptions it allowed me to excel as a pragmatic DM and the players to have such fun. The party started off meticulously exploring the Tower of War, but shifting humanoid war-bands meant they were cut off and had to retreat further down the Tower! So after spending two days playing fully in control, the players spent the next 6 weeks blindly trying to escape, meandering through all three towers. Obviously, I house-ruled out any need for inter-level expert training, this was more 'on-the-job' style training! The party ended completing the whole adventure before... *SPOILER* (sorry not sure how to hide text) escaping in a spelljamming ship with urns full of ogre charming rings. That set of a series of further adventures that lasted for most of my 3rd year of Uni! [/QUOTE]
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WGR1 Greyhawk Ruins -- Your Experiences?
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