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What Do You Expect of Published Adventures?
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<blockquote data-quote="Jackdaw McGraw" data-source="post: 8534942" data-attributes="member: 7021534"><p>My expectations have been ground low. I'd just like...</p><p></p><p>1) Underlings that aren't mindlessly devoted cultists. Sure, they can be cultists, but give them some logic and motivations that make sense (to them at least) and a blurb or two on ways to deal with them besides killing them.</p><p></p><p>2) A story that's not about the coming of an ancient evil that will devour or enslave the land.</p><p></p><p>3) NPC placeholders, where the text suggests you should try to use NPCs from the PC's backstories to fill major roles, and ways to set this up from the start of the campaign.</p><p></p><p>4) A spooky graveyard filled with something other than undead.</p><p></p><p>5) Dungeon text that outlines what happens when the PCs are loud and multiple areas are alerted to their presence.</p><p></p><p>6) Multiple scenarios where opponents flee when combat isn't going their way, and the chase/pursue mechanics to make it exciting.</p><p></p><p>7) A treatise on the difference between interrogation and torture as a means to extract plot-furthering info from NPCs, and how to handle these complicated scenes without the table descending into finger-pointing chaos. I'm kidding with this last point. Kind of.</p></blockquote><p></p>
[QUOTE="Jackdaw McGraw, post: 8534942, member: 7021534"] My expectations have been ground low. I'd just like... 1) Underlings that aren't mindlessly devoted cultists. Sure, they can be cultists, but give them some logic and motivations that make sense (to them at least) and a blurb or two on ways to deal with them besides killing them. 2) A story that's not about the coming of an ancient evil that will devour or enslave the land. 3) NPC placeholders, where the text suggests you should try to use NPCs from the PC's backstories to fill major roles, and ways to set this up from the start of the campaign. 4) A spooky graveyard filled with something other than undead. 5) Dungeon text that outlines what happens when the PCs are loud and multiple areas are alerted to their presence. 6) Multiple scenarios where opponents flee when combat isn't going their way, and the chase/pursue mechanics to make it exciting. 7) A treatise on the difference between interrogation and torture as a means to extract plot-furthering info from NPCs, and how to handle these complicated scenes without the table descending into finger-pointing chaos. I'm kidding with this last point. Kind of. [/QUOTE]
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