twofalls said:Hmmmm. Are there further hints about the nature of this discovery earlier in the Dungeon somewhere? Reading room N223 after only having read Regions A and B leaves me thinking that its unlikely they will undrerstand that the scrolls are anything more than more treasure found, and essenitally adventurers don't arbitrarily destroy treasure.
I reread the spells and I must say, unless I had other information, I wouldn't connect either spell with the consequences outlined in the text. If there isn't any refrence to this earlier on, I think I'll likely write a poem in stone when the times comes that outlines the choice to be made in riddle form so that they recognize when they find them that they portent something momentous and are to be considerd more than just hidden loot.
Also, in room N222, there is a trap that irrevokably destroys a CE character (the lever). My group isn't prone to playing evil characters (I frown on it but didn't disallow it for the dungeon crawl) but as a GM, wouldn't one of your players cry foul regarding that? Particuarly since 3.0+ is very careful to build in saves for most everything?
Er... what is the World Eater? Why does that name remaind me of a certain old Star Trek episode...?![]()
jim pinto said:i HONESTLY expected people to read at least some of the
dungeon before running it, but in hindsight, that was a bad
call since we designed it exactly the opposite.
twofalls said:>>Originally Posted by jim pinto
i HONESTLY expected people to read at least some of the
dungeon before running it, but in hindsight, that was a bad
call since we designed it exactly the opposite.<<
I don't understand this statement Jim, are you being incredulous? It rather sounds more like you had expected GM's to read the WHOLE thing rather than "at least some of" it. I've read Regions A and B and have prepped A for gaming. It was you who brought up refrences to Region N. Between work, family, and sleeping... I have time to squeeze in a little bit of my hobby and it seems unlikly that my situation is atypical for the demographic likely to be able to afford this product. My interest in material like this to save time...
Section N is just about the end of this huge book, and it's stated in the front that it was designed to be modular... so yeah people aren't likely to think that reading the entire manusript to run it is going to be nessesary, I sure didn't. Plainspeaking, if it were needed then it wouldn't have been worth the investment to me as I'd not have been able to complete it in a reasonable ammount of time. As it is, I'm enjoying the book a great deal and personalizing it to meet my group's expectations.
I've been running games for a long time (yes that is grey in my beard) and have seen a HUGE ammount of material (my shelves are larger than any of the FLS in my area) and I've recommended this book to other friends of mine who are GM's. There is no higher compliment I can pay to a game designer than that.
jim pinto said:it wouldn't be a bad idea to read 1 or 2 regions
ahead.
spacecrime.com said:That's more or less what I'm doing. Currently running section A, reading section B in detail, leafing through section C. May have to look ahead to E if the party keeps heading north, but as long as I'm looking five minutes ahead then I'm good. My players are a low-on-planning high-on-hacking lot anyway...![]()
cheers,
one of the designers is running a bi-weekly game
and he's just cutting out the doors leading north
into Region E because he WANTS the PCs to go east
into Region B.
pretty shrewed

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.