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Worst D&D adventure of all time?
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<blockquote data-quote="Hussar" data-source="post: 2540843" data-attributes="member: 22779"><p>And that's a great idea. However, that's NOT the idea in the module. Like has been said before, a good DM can make all the difference. However, how you or I actually run the adventure is irrelavent to whether or not the module(s) are good or not. The module, as written, had endless hordes of draconians swarming the hills that will eventually grind the party to dust if they do not toe the line.</p><p></p><p>And that's the whole point in a nutshell. The text as written did not allow the party to deviate from the scripted plot. If they (intentionally or not) killed off particular NPC's, those NPC's would spring back to life. Why? Because particular NPC's were integral to the PLOT. Not integral to the party, or even important to the party necessarily, but, because the script required certain individuals to be in certain places at certain times, there was very little the players could do to change that story.</p><p></p><p>Granted, thinking about it now, I think we actually gave up around DL7. Whichever the one was with the ice boats. My players just got so fed up with being led around by the nose that they just revolted. And, to be fair, I can't blame them.</p><p></p><p>So, I believe we have reached what is colloquially known as an imp arse. I'm not going to convince you that you are wrong and there's nothing you can say that's really going to change my mind on this. We'll leave it up to different experiences and call it a day shall we? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 2540843, member: 22779"] And that's a great idea. However, that's NOT the idea in the module. Like has been said before, a good DM can make all the difference. However, how you or I actually run the adventure is irrelavent to whether or not the module(s) are good or not. The module, as written, had endless hordes of draconians swarming the hills that will eventually grind the party to dust if they do not toe the line. And that's the whole point in a nutshell. The text as written did not allow the party to deviate from the scripted plot. If they (intentionally or not) killed off particular NPC's, those NPC's would spring back to life. Why? Because particular NPC's were integral to the PLOT. Not integral to the party, or even important to the party necessarily, but, because the script required certain individuals to be in certain places at certain times, there was very little the players could do to change that story. Granted, thinking about it now, I think we actually gave up around DL7. Whichever the one was with the ice boats. My players just got so fed up with being led around by the nose that they just revolted. And, to be fair, I can't blame them. So, I believe we have reached what is colloquially known as an imp arse. I'm not going to convince you that you are wrong and there's nothing you can say that's really going to change my mind on this. We'll leave it up to different experiences and call it a day shall we? :) [/QUOTE]
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