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Witchfire trilogy question
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<blockquote data-quote="nyrfherdr" data-source="post: 2821060" data-attributes="member: 3394"><p>A couple of things:</p><p></p><p>1. The 'railroad' nature of the adventure is as heavy or light handed as you want it to be. The adventure can be handled easily with or without it, no matter how much experience a DM has. Even if Alexia dies, you have options to pursue within the context of the adventure. While it is not for everyone, it does have excellent components, and a few not so excellent. I like to focus on the good parts and compensate for the weak ones. In other words, I happen to like the trilogy.</p><p></p><p>2. Thralls were invented because a "Necromancer" is limited in the number of undead they can control by the rules of D&D. This would limit the number of skeletons or zombies Alexia could control. There is no limit to the number of Thralls she can create (given time, xp, etc.) This is a mechanical answer that also adds flavor to the IK world.</p><p></p><p>3. Player choice is completely in the control of the DM. It is always an illusion. Because the Witchfire trilogy has a very strong story element, the illusion is thinner than in other cases.</p><p></p><p>Would a simple event-based trilogy been a better window into the Iron Kingdoms, quite probably? </p><p>I like the fact that there are different opinions about it. If everyone said "It's great! Buy it!" and you didn't like it, you'd really wonder about all those opinions. You will need to browse through it to make up your mind on it.</p><p></p><p>To all: I appreciate your opinion and understand it. And I appreciate that the trilogy is not for everyone.</p><p></p><p>Game ON!</p><p>Nyrfherdr</p></blockquote><p></p>
[QUOTE="nyrfherdr, post: 2821060, member: 3394"] A couple of things: 1. The 'railroad' nature of the adventure is as heavy or light handed as you want it to be. The adventure can be handled easily with or without it, no matter how much experience a DM has. Even if Alexia dies, you have options to pursue within the context of the adventure. While it is not for everyone, it does have excellent components, and a few not so excellent. I like to focus on the good parts and compensate for the weak ones. In other words, I happen to like the trilogy. 2. Thralls were invented because a "Necromancer" is limited in the number of undead they can control by the rules of D&D. This would limit the number of skeletons or zombies Alexia could control. There is no limit to the number of Thralls she can create (given time, xp, etc.) This is a mechanical answer that also adds flavor to the IK world. 3. Player choice is completely in the control of the DM. It is always an illusion. Because the Witchfire trilogy has a very strong story element, the illusion is thinner than in other cases. Would a simple event-based trilogy been a better window into the Iron Kingdoms, quite probably? I like the fact that there are different opinions about it. If everyone said "It's great! Buy it!" and you didn't like it, you'd really wonder about all those opinions. You will need to browse through it to make up your mind on it. To all: I appreciate your opinion and understand it. And I appreciate that the trilogy is not for everyone. Game ON! Nyrfherdr [/QUOTE]
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