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What is unnecessary in the adventures?
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<blockquote data-quote="RangerWickett" data-source="post: 4075842" data-attributes="member: 63"><p>Hm. Let's see.</p><p></p><p>Mostly I'd trim out some of the random encounters in the earlier adventures, or make it clearer that they're intended for flavor, and aren't critical to the narrative. After seeing so many play by posts where the games just died because the GM decided he needed to run all those little encounters in Act One of the first adventure, I'd really play up how optional they are, and how they could take place at different times throughout the adventure, rather than all at once.</p><p></p><p>Later on I focused more putting only fun, interesting stuff in, rather than "Here's a monster, kill it so you can get the requisite XP for the next adventure." Basically I'd encourage more story-based XP rewards so even if the PCs don't fight enough stuff, they still level at the rate the adventures expect.</p><p></p><p>Oh, and in <em>The Indomitable Fire Forest of Innenotdar</em>, I might get rid of the road, and let the PCs roam more, though still have Indomitability block their way with monsters if they try to leave. It would make it feel less railroady.</p><p></p><p>I'm pretty happy with how things turned out from adventure 6 on, though there is certainly a lot you could cut out for expediencies sake without ruining the plots. Like, it's not necessary to have a half-air elemental minotaur in a room full of monsters in vats, but I think it's a cool encounter.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4075842, member: 63"] Hm. Let's see. Mostly I'd trim out some of the random encounters in the earlier adventures, or make it clearer that they're intended for flavor, and aren't critical to the narrative. After seeing so many play by posts where the games just died because the GM decided he needed to run all those little encounters in Act One of the first adventure, I'd really play up how optional they are, and how they could take place at different times throughout the adventure, rather than all at once. Later on I focused more putting only fun, interesting stuff in, rather than "Here's a monster, kill it so you can get the requisite XP for the next adventure." Basically I'd encourage more story-based XP rewards so even if the PCs don't fight enough stuff, they still level at the rate the adventures expect. Oh, and in [i]The Indomitable Fire Forest of Innenotdar[/i], I might get rid of the road, and let the PCs roam more, though still have Indomitability block their way with monsters if they try to leave. It would make it feel less railroady. I'm pretty happy with how things turned out from adventure 6 on, though there is certainly a lot you could cut out for expediencies sake without ruining the plots. Like, it's not necessary to have a half-air elemental minotaur in a room full of monsters in vats, but I think it's a cool encounter. [/QUOTE]
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