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General Tabletop Discussion
*Pathfinder & Starfinder
Yet another look at KotSF/4th Ed.
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<blockquote data-quote="PeterWeller" data-source="post: 4241738" data-attributes="member: 55795"><p>It's an introduction to D&D, and it's an introduction to 4E. Let's not get into semantics, but let's also compare it to introductory adventures that have come before. Where are all the RP rules in Keep on the Borderlands or Village of Hommlet or Sunless Citadel? To pretend that KotS is a paradigm shift in D&D intro adventures is to ignore the history of D&D intro adventures.</p><p></p><p>What are you asking for exactly? A dozen pages of rules to cover the intricacies of social encounters? Not that intricate social encounters are appropriate for an introductory adventure. The fact is most social encounters involve players asking questions, receiving responses, and evaluating those responses, and the module provides all the details you need to run those encounters.</p><p></p><p></p><p></p><p></p><p></p><p>You're welcome.</p><p></p><p></p><p></p><p>The mere fact that the adventure is more than just a sequence of fights, even if the stuff that isn't part of that sequence is overwhelmed by what is, is what makes it a Roleplaying Game. How in the hell do you see detailed tactical encounters and assume that they discourage roleplaying, anyway? To even get to a fight past the first two requires the players to engage with a number of NPCs, some of whom give incorrect information. One of them is a spy who will intentionally mislead the players. They'll have to evaluate this information, and decide on a course of action. Later on there is a fight that can be bypassed via role playing as well as some puzzles and out of combat problems to solve. Sure, there are a lot of fights, and they are best run using miniatures, but this <em>is</em> D&D we're talking about, and fights are a big part of D&D.</p></blockquote><p></p>
[QUOTE="PeterWeller, post: 4241738, member: 55795"] It's an introduction to D&D, and it's an introduction to 4E. Let's not get into semantics, but let's also compare it to introductory adventures that have come before. Where are all the RP rules in Keep on the Borderlands or Village of Hommlet or Sunless Citadel? To pretend that KotS is a paradigm shift in D&D intro adventures is to ignore the history of D&D intro adventures. What are you asking for exactly? A dozen pages of rules to cover the intricacies of social encounters? Not that intricate social encounters are appropriate for an introductory adventure. The fact is most social encounters involve players asking questions, receiving responses, and evaluating those responses, and the module provides all the details you need to run those encounters. You're welcome. The mere fact that the adventure is more than just a sequence of fights, even if the stuff that isn't part of that sequence is overwhelmed by what is, is what makes it a Roleplaying Game. How in the hell do you see detailed tactical encounters and assume that they discourage roleplaying, anyway? To even get to a fight past the first two requires the players to engage with a number of NPCs, some of whom give incorrect information. One of them is a spy who will intentionally mislead the players. They'll have to evaluate this information, and decide on a course of action. Later on there is a fight that can be bypassed via role playing as well as some puzzles and out of combat problems to solve. Sure, there are a lot of fights, and they are best run using miniatures, but this [i]is[/i] D&D we're talking about, and fights are a big part of D&D. [/QUOTE]
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Yet another look at KotSF/4th Ed.
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