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What the hell happened? RHoD (spoilers)
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<blockquote data-quote="Peni Griffin" data-source="post: 3576549" data-attributes="member: 50322"><p>Alas, I haven't found anybody's advice to be particularly useful in this game. Everybody's group and the synergy therein is so different that one person's experience doesn't seem to translate well. You can tell by reading the notes that they playtested this thing to death, yet every time I break down an NPC I find something completely boneheaded that apparently worked well in playtest. </p><p></p><p>The first time I ever ran a module was when I did the Sunless Citadel to kick off this campaign, and every lesson I learned there is being applied to RHOD. The maps are often impractical (Vraath Keep has no well!), common-sense daily usage is often overlooked (A river, and everyone travels by road?), NPCs are often not statted to do their jobs (A spy without Gather Information? I'm sorry, I'll never get over that.), resources are often glossed over (Okay, how many wyverns does the Red Hand have, and why aren't they being used for transport?), and the tactics are often insane in the context of the precedent established by the PCs (Skull Gorge has fallen, and they think *that* force can take Drellin's Ferry with the PCs in residence?). You can't trust them, but you can trust your own answers to the perennial question: "What does this NPC want?" and "How can he best deploy his resources to get it?" Ask yourself those questions in the prep, and you won't go far wrong in play.</p><p></p><p>Unless, like me, you forget something has DR and let the horses kick it to death...</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3576549, member: 50322"] Alas, I haven't found anybody's advice to be particularly useful in this game. Everybody's group and the synergy therein is so different that one person's experience doesn't seem to translate well. You can tell by reading the notes that they playtested this thing to death, yet every time I break down an NPC I find something completely boneheaded that apparently worked well in playtest. The first time I ever ran a module was when I did the Sunless Citadel to kick off this campaign, and every lesson I learned there is being applied to RHOD. The maps are often impractical (Vraath Keep has no well!), common-sense daily usage is often overlooked (A river, and everyone travels by road?), NPCs are often not statted to do their jobs (A spy without Gather Information? I'm sorry, I'll never get over that.), resources are often glossed over (Okay, how many wyverns does the Red Hand have, and why aren't they being used for transport?), and the tactics are often insane in the context of the precedent established by the PCs (Skull Gorge has fallen, and they think *that* force can take Drellin's Ferry with the PCs in residence?). You can't trust them, but you can trust your own answers to the perennial question: "What does this NPC want?" and "How can he best deploy his resources to get it?" Ask yourself those questions in the prep, and you won't go far wrong in play. Unless, like me, you forget something has DR and let the horses kick it to death... [/QUOTE]
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