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wotc intro adventures conflict with their own advice
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<blockquote data-quote="Farnsworth" data-source="post: 5367892" data-attributes="member: 96316"><p>I have to disagree with the OP. I think Keep on the Shadowfell is a great first adventure, and the only item in the OP's list that it doesn't include is a riddle/puzzle. </p><p> </p><p>From a role playing perspective, they let you know who all the major NPC's & Villans are as well as tips on how to play them/personality notes. Aside from that the best you can do in an adventure is list out the combat encounters. Adventures are sort of like Frankensteins Monster, you bought the bone & body of the adventure but as the DM you have to give it life. If there is something you don't like, change it. </p><p> </p><p>The PC's can come at the adventure a lot of different ways. Perhaps they want to work hard to discover who the spy in Winterhaven is. Let them come up with a plan, and implement it into the adventure. Perhaps they can catch the traitor before he springs his trap, making the encounter much easier. You could reduce the number of undead the traitor is able to raise to fight them because the PC's forced her hand. </p><p> </p><p>During the skill challenge with Sir Keegan I have a lot of good stuff planned for my group. If they do well, he may bestow a gift (magic item) to one or more of them, or he may knight them, and in later adventures he may have spoken with other souls in the afterlife giving the PC's a little advantage in future ghost oriented skill challenges. I'm thinking about inserting the ghosts of his slain family as well to add some more flavor to the keep.</p><p> </p><p>The possibilities are limitless, but by its nature an written adventure is limited. The tips in the DMG are for continuing game continuity when the players throw you a curve ball, and they always throw curve balls.</p></blockquote><p></p>
[QUOTE="Farnsworth, post: 5367892, member: 96316"] I have to disagree with the OP. I think Keep on the Shadowfell is a great first adventure, and the only item in the OP's list that it doesn't include is a riddle/puzzle. From a role playing perspective, they let you know who all the major NPC's & Villans are as well as tips on how to play them/personality notes. Aside from that the best you can do in an adventure is list out the combat encounters. Adventures are sort of like Frankensteins Monster, you bought the bone & body of the adventure but as the DM you have to give it life. If there is something you don't like, change it. The PC's can come at the adventure a lot of different ways. Perhaps they want to work hard to discover who the spy in Winterhaven is. Let them come up with a plan, and implement it into the adventure. Perhaps they can catch the traitor before he springs his trap, making the encounter much easier. You could reduce the number of undead the traitor is able to raise to fight them because the PC's forced her hand. During the skill challenge with Sir Keegan I have a lot of good stuff planned for my group. If they do well, he may bestow a gift (magic item) to one or more of them, or he may knight them, and in later adventures he may have spoken with other souls in the afterlife giving the PC's a little advantage in future ghost oriented skill challenges. I'm thinking about inserting the ghosts of his slain family as well to add some more flavor to the keep. The possibilities are limitless, but by its nature an written adventure is limited. The tips in the DMG are for continuing game continuity when the players throw you a curve ball, and they always throw curve balls. [/QUOTE]
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