Cergorach
The Laughing One
*starts jumping up and down*
Yaj! Yaj!
*points at Orcus*
That's the way to start a debate!
*notices the room full of blank stares*
Erm...
*does his genie impression*
Yaj! Yaj! If Orcus can't do it no one can!
*waves around a little flag*
I was introduced to AD&D when 2E was just released (i'm not THAT ancient ;-), thus i don't know exactly what the 1E feel is. What i do know is that i like the Necro adventures a lot more than the antiques (1E) i have laying around. I don't know if i like the 1E feel, but i do like the Necro feel...
What i generally do not like is the heavy handed approach of 'railroading' the characters/players, my players won't stand for that, and i don't want to run adventures that way. Thus, like others have mentioned, i will have to improvise and be creative. That's all nice and well, 10 years ago when i still was in high school and had all the time in the world, but my time is getting more and more precious to me (geting older, more responsibilities, you know what i mean).
Now i'm pretty sure that i'm not the only one that would appreciate guidelines on running such an adventure. What i'm really wondering is would supplying adventure hooks detract from the adventure or the 1E feel?
I love messing with my players, but i generally want there to be a reason for it (sure you can teleport, but only within LOS, the walls seem to be lined with a strange mineral that hinders teleportation through the walls). Also my players already seem to have trouble using the tools they do have, thus removing those tools makes for an even more interesting situation (god, i love being evil ;-) But let's presume that we didn't want to use the pregenerated characters, there wouldn't be a problem, mostly because the thief left his toolkit at home and now has to work with his improvised toolkit made from pieces of wire and Bits & Pieces (tm).
Slave no, consistant yes. When an auther decides that the rules need to be 'broken' then he needs to say so when, where and how. My personal choice would also be why, but that's not neccessary. How else are we going to see the difference between badly edited rules content and 'creative' decisions?
It's not a bad idea, but it's a bit of wasted space, it doesn't say anything actually. Wouldn't it be better if the designer pointed out the 'creative' design decisions, so that the person that will run the module will know what to look out for?
Just one more question: Who is Rob Kuntz? *runs away giggling*
Yaj! Yaj!
*points at Orcus*
That's the way to start a debate!
*notices the room full of blank stares*
Erm...
*does his genie impression*
Yaj! Yaj! If Orcus can't do it no one can!
*waves around a little flag*
Orcus said:I do want to address something that I noticed: Psions's reviews are for a general audience. Necro's products (this one in particular) are for niche audiences. That can cause differences of opinion. 1E stuff will bug people who dont want that. Take, for example, the heavy handed intro to the module--the plot to kill Ovar. That is a common 1E principal (sort of like the intro hook to Steading of the Hill Giant Chief or White Plume Mountain). If you arent used to that, it could put you off. Old school guys wouldnt give a second thought to modifying the intro. More modern players expect multiple hooks to be provided. That is a valid comment by Psion. I understand why he dings the module for that.
I was introduced to AD&D when 2E was just released (i'm not THAT ancient ;-), thus i don't know exactly what the 1E feel is. What i do know is that i like the Necro adventures a lot more than the antiques (1E) i have laying around. I don't know if i like the 1E feel, but i do like the Necro feel...
What i generally do not like is the heavy handed approach of 'railroading' the characters/players, my players won't stand for that, and i don't want to run adventures that way. Thus, like others have mentioned, i will have to improvise and be creative. That's all nice and well, 10 years ago when i still was in high school and had all the time in the world, but my time is getting more and more precious to me (geting older, more responsibilities, you know what i mean).
Now i'm pretty sure that i'm not the only one that would appreciate guidelines on running such an adventure. What i'm really wondering is would supplying adventure hooks detract from the adventure or the 1E feel?
Orcus said:As for "rules problems" and "not including rogues" those were design decisions by Rob. He likes the idea of putting players in situations where they dont have the immediate solution at hand. He likes to take them to the outer planes or mess with their normal equipment. It would be the easy and obvious solution to put a rogue in the pregens. NOT including a rogue is another way that Rob requires the PCs to get creative and to take them out of their element. He in fact WANTS the PCs to say "damn, if only we had our thief..." What is wrong with that? Why is there a presumption that the PCs should be handed the most obvious tool to solve their problems? Another reviewer could certainly praise the module for NOT giving the players the obvious tools to solve their problems. Psion chose not to and that is his prerogative as a reviewer.
I love messing with my players, but i generally want there to be a reason for it (sure you can teleport, but only within LOS, the walls seem to be lined with a strange mineral that hinders teleportation through the walls). Also my players already seem to have trouble using the tools they do have, thus removing those tools makes for an even more interesting situation (god, i love being evil ;-) But let's presume that we didn't want to use the pregenerated characters, there wouldn't be a problem, mostly because the thief left his toolkit at home and now has to work with his improvised toolkit made from pieces of wire and Bits & Pieces (tm).
Orcus said:Rob also is not a slave to the rules. He believes (and I strongly agree) that the rules dont dictate play, play dictates the rules. He and I had a long talk about that during the production of the module. I told him "listen, people read Dungeon and buy WotC modules and they expect stuff to have t's crossed and i's dotted when it comes to the rules." He wanted to take some liberties. Who am I to say no to Rob Kuntz? So I do acknowledge that there are things that dont follow the rules. But they arent mistakes. They are design decisions by Rob Kuntz.
Slave no, consistant yes. When an auther decides that the rules need to be 'broken' then he needs to say so when, where and how. My personal choice would also be why, but that's not neccessary. How else are we going to see the difference between badly edited rules content and 'creative' decisions?
Orcus said:Perhaps in the future I should drop a box in the module indicating that is the case, something like: "Author's Design Decisions: In this module you will notice several things that do not exactly comport with existing 3E principles: there is a construct with a Con score, strange spells, a forced intro, no rogue in the pregens. These were intentional design decisions. The author wishes to take the players out of their normal comfort zone and change their way of thinking. The author believes rules should follow play, not the other way around. These changes were done to facilitate that concept. DMs troubled by these changes should feel free to change what they dislike." But then I guess I always figured that was implied. I dont know of a single module I have ever run without changing something. To me, modules are like speed limits--I consider them "suggestions," not binding law.A great example of this is the old "flame resistant mummy" concept. Players got so used to the rules (including the fact that mummies were flamable) that they just hit mummies with fire and fire spells. DMs got creative and created flame resistant mummies. The first module that did so could easily be blasted for "not following the rules."
It's not a bad idea, but it's a bit of wasted space, it doesn't say anything actually. Wouldn't it be better if the designer pointed out the 'creative' design decisions, so that the person that will run the module will know what to look out for?
Just one more question: Who is Rob Kuntz? *runs away giggling*