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Witchfire trilogy question
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<blockquote data-quote="Ashrum the Black" data-source="post: 2820838" data-attributes="member: 1585"><p>And I'd have to disagree. I ran the entire witch fire series for my players and they had loads of fun. The two main villians you mention are duking it out in the middle of an undead assualt on a church. the players have been invovled in and are still invovled in saving the chruch while these two folks go at it. They are window dressing to the real fight, which is the players saving the city and the chruch from the undead. </p><p></p><p>When the sword is lost during the battle it is up to the players as to what they want to do with it. Mine gave it to Alexia becaue they rightly feared the Inquistor would do terrible things to them and because Alexia agreed to stop her undead army if they did. Seeing the townspeople screaming and dying left them little doubt they were making the best choice. Even if they hated doing it. </p><p></p><p>Every complete adventure I've ever read feels railroaded behind the screen. Its the DM's job though to make sure the folks end up where they need to be. I've tossed whole sections of modules before because the players jumped left instead of right. I still brought them back to the ending though and normally use at least portions of the dropped sections to get them there. </p><p></p><p>The point is that the module is only a railroad if the players feel its a railroad and that's the same point of the author of the modules. The players are low level, and most players will stay out of this fight, they don't belong in it, it is out of their league. Throw some fireballs around 3rd level parties and they should get the picture to stay back. </p><p></p><p>If they don't and try to jump in, let them. No, they won't kill Alexia, she needs to escape today, but even if the barbarian runs in and does a max crit with a great axe you can describe how his blow rocks cleaves her arm, she drops the sword her hand still gripping the hilt, and she clutchs her bleeding stump. She offers to forestall her revenge if they return th sword. Otherwise the undead will never stop. Or maybe she grabs the player with the sword and they both teleport away. He's found later the next day wondering around, no memory of where he was or what happened. When the pc's meet her later she now sports a mechanical hand. </p><p></p><p>Was the outcome predetermined, yes. The PC's make a descision on the witchfire, and Alexia gets away. But the PC's don't know that. And when they see her mechanical arm they know they had an effect on the magor villian and the outcome. </p><p></p><p>The modules IMHO were very well done, and some of the tightest I've seen under 3.0. I haven't read the updates but can assume they have remained as tight. My party had tons of fun with them (which is the point) and I did very little modification. The dungeon crawls were well done, the roleplaying sections were excellant and left planty for the DM to expand on and some nice directions for the PC's to explore if they chose to. Which is truley where the DM needs to do their own work to allow the modules to cme to life. </p><p></p><p>As for the 2 out of 5 stars from Monte Cook, while I love his writing and his books, his playing style and mine are very different in what we're looking for. At least from what comes through over the internet. So I'd look through the module on my own and make up my own mind. </p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 2820838, member: 1585"] And I'd have to disagree. I ran the entire witch fire series for my players and they had loads of fun. The two main villians you mention are duking it out in the middle of an undead assualt on a church. the players have been invovled in and are still invovled in saving the chruch while these two folks go at it. They are window dressing to the real fight, which is the players saving the city and the chruch from the undead. When the sword is lost during the battle it is up to the players as to what they want to do with it. Mine gave it to Alexia becaue they rightly feared the Inquistor would do terrible things to them and because Alexia agreed to stop her undead army if they did. Seeing the townspeople screaming and dying left them little doubt they were making the best choice. Even if they hated doing it. Every complete adventure I've ever read feels railroaded behind the screen. Its the DM's job though to make sure the folks end up where they need to be. I've tossed whole sections of modules before because the players jumped left instead of right. I still brought them back to the ending though and normally use at least portions of the dropped sections to get them there. The point is that the module is only a railroad if the players feel its a railroad and that's the same point of the author of the modules. The players are low level, and most players will stay out of this fight, they don't belong in it, it is out of their league. Throw some fireballs around 3rd level parties and they should get the picture to stay back. If they don't and try to jump in, let them. No, they won't kill Alexia, she needs to escape today, but even if the barbarian runs in and does a max crit with a great axe you can describe how his blow rocks cleaves her arm, she drops the sword her hand still gripping the hilt, and she clutchs her bleeding stump. She offers to forestall her revenge if they return th sword. Otherwise the undead will never stop. Or maybe she grabs the player with the sword and they both teleport away. He's found later the next day wondering around, no memory of where he was or what happened. When the pc's meet her later she now sports a mechanical hand. Was the outcome predetermined, yes. The PC's make a descision on the witchfire, and Alexia gets away. But the PC's don't know that. And when they see her mechanical arm they know they had an effect on the magor villian and the outcome. The modules IMHO were very well done, and some of the tightest I've seen under 3.0. I haven't read the updates but can assume they have remained as tight. My party had tons of fun with them (which is the point) and I did very little modification. The dungeon crawls were well done, the roleplaying sections were excellant and left planty for the DM to expand on and some nice directions for the PC's to explore if they chose to. Which is truley where the DM needs to do their own work to allow the modules to cme to life. As for the 2 out of 5 stars from Monte Cook, while I love his writing and his books, his playing style and mine are very different in what we're looking for. At least from what comes through over the internet. So I'd look through the module on my own and make up my own mind. -Ashrum [/QUOTE]
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