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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Qwillion" data-source="post: 1993683" data-attributes="member: 14641"><p>Jim Pinto,</p><p></p><p>Sorry If I came off negative. I really am enjoying reading the book, I am really looking forward too the game. </p><p></p><p>A. I may just be venting my frustration at having to replace so many monsters in region A.</p><p></p><p>B. I am also trying to drop clues so that players feel like they are actually imerssed in the dungeon to help with thier suspension of disbelief. I want to make them feel like their is a grand story to be told. Helping to create a character driven story is a bit more difficult with a dungeon but It's looking like the best solution is to have sub-plot follow the players into the dungeon. </p><p></p><p>1. tight templating of rooms. you always know what to look for and where to find it.</p><p></p><p>Yes I love the fact that I can look at the summary of a room and it summeries its theme and how the room works. What you don't do Is template the region with what is going on. There is a minor summary but if it had been as "tight" as the templating of rooms then it would have been much better. It also could have used the same "tight" template for a summary of the dungeon, its themes and an over all story arch as a whole. A summary of a story arch that could take you through the "obvious" paths that you have talked about would have been really cool. </p><p></p><p>2. tactics and encounter conditions. without information like this, you've just got a list of monsters and dungeon dressings... in my opinion</p><p></p><p>The encoutner conditions are the best, I really enjoy them, as I believe they will make everything more dramatic. Some times I think the tactics could be a bit more dramatic but I am only just begining to get into the meat of it as I am summerizing room by room. Again this might be the fact that I am in Region A and there are only so many good tactics with a fendish darkmantle one can take before you get frustrated. </p><p></p><p>3. plots. some of these plot points are just amazing. some of writers took the ideas they were given and really expanded them into great concepts</p><p></p><p>yes and I agree but these are all plot points by region with few regions interacting with each other. Example the plot of Region E gives no nevermind to the plot of Region A. And thier is no plot for the dungeon as a whole. You have stated that you had this theme: you cannot kill evil but good can die off. Yet it seems everyone missed it completely, I can see it when I look really hard, and I actually get to read all the behind the scenes stuff. If so many readers did not see how hard is it going to be for a player to percieve it. </p><p></p><p>4. flexibility. there's almost nothing that can't be changed to suit your style. we didn't a trap or clue so important in region F that you couldn't escape without it.</p><p></p><p>Yes beign modular is an excellent selling point but most of the people I see are attempting to play this all the way though. I have just started in region A and the only "clue" at all is that there are tremors. Not a single npc knows what's really going on or why in the region much less of even a clue too the dungeon as a whole. </p><p></p><p>I can use lantern archons to fill people in but part of the joy of using proffesional off the shelf adventures is not having to do the work myself. </p><p></p><p>5. value. $.06 per encounter. enough said?</p><p></p><p>Yes, it is an excellent value. I still think it is the second best adventure I have ever puchased. (sorry I have run Return to the Tomb of Horrors, and untill I run this that will still be my favorite) </p><p></p><p>I do have to question that 5% of those encounters are exaclty the same, be they fiendish darkmantles or horde skeletons. Would a fiendish baboon rather than a darkmantle have been so much worse? </p><p></p><p></p><p>Again, thanks for an excellent book. </p><p></p><p>Jim Pinto, </p><p></p><p>Is there a list of monsters that were not used in the book? (excluding displacer beasts, beholders, sahaugin, githyanki, githzari, slaad, Illitiad, Yaun-ti etc..)</p></blockquote><p></p>
[QUOTE="Qwillion, post: 1993683, member: 14641"] Jim Pinto, Sorry If I came off negative. I really am enjoying reading the book, I am really looking forward too the game. A. I may just be venting my frustration at having to replace so many monsters in region A. B. I am also trying to drop clues so that players feel like they are actually imerssed in the dungeon to help with thier suspension of disbelief. I want to make them feel like their is a grand story to be told. Helping to create a character driven story is a bit more difficult with a dungeon but It's looking like the best solution is to have sub-plot follow the players into the dungeon. 1. tight templating of rooms. you always know what to look for and where to find it. Yes I love the fact that I can look at the summary of a room and it summeries its theme and how the room works. What you don't do Is template the region with what is going on. There is a minor summary but if it had been as "tight" as the templating of rooms then it would have been much better. It also could have used the same "tight" template for a summary of the dungeon, its themes and an over all story arch as a whole. A summary of a story arch that could take you through the "obvious" paths that you have talked about would have been really cool. 2. tactics and encounter conditions. without information like this, you've just got a list of monsters and dungeon dressings... in my opinion The encoutner conditions are the best, I really enjoy them, as I believe they will make everything more dramatic. Some times I think the tactics could be a bit more dramatic but I am only just begining to get into the meat of it as I am summerizing room by room. Again this might be the fact that I am in Region A and there are only so many good tactics with a fendish darkmantle one can take before you get frustrated. 3. plots. some of these plot points are just amazing. some of writers took the ideas they were given and really expanded them into great concepts yes and I agree but these are all plot points by region with few regions interacting with each other. Example the plot of Region E gives no nevermind to the plot of Region A. And thier is no plot for the dungeon as a whole. You have stated that you had this theme: you cannot kill evil but good can die off. Yet it seems everyone missed it completely, I can see it when I look really hard, and I actually get to read all the behind the scenes stuff. If so many readers did not see how hard is it going to be for a player to percieve it. 4. flexibility. there's almost nothing that can't be changed to suit your style. we didn't a trap or clue so important in region F that you couldn't escape without it. Yes beign modular is an excellent selling point but most of the people I see are attempting to play this all the way though. I have just started in region A and the only "clue" at all is that there are tremors. Not a single npc knows what's really going on or why in the region much less of even a clue too the dungeon as a whole. I can use lantern archons to fill people in but part of the joy of using proffesional off the shelf adventures is not having to do the work myself. 5. value. $.06 per encounter. enough said? Yes, it is an excellent value. I still think it is the second best adventure I have ever puchased. (sorry I have run Return to the Tomb of Horrors, and untill I run this that will still be my favorite) I do have to question that 5% of those encounters are exaclty the same, be they fiendish darkmantles or horde skeletons. Would a fiendish baboon rather than a darkmantle have been so much worse? Again, thanks for an excellent book. Jim Pinto, Is there a list of monsters that were not used in the book? (excluding displacer beasts, beholders, sahaugin, githyanki, githzari, slaad, Illitiad, Yaun-ti etc..) [/QUOTE]
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