"kickers" in the Meer? [Archive] - Wizards Community

Post/Author/DateTimePost
heirodule

01-30-07, 12:44 PM
Mere of Shattered Souls refers to "kickers" included in the scenario In compliance with the “Kick in a Door” idea put forth in the published Eberron adventures, there are text boxes called Kickers in the module. There are small encounters or simply momentary occurrences that force the PCs to suddenly react. Feel free to use any or all of the Kickers when running this scenario.

But there don't seem to really be anything other than the encountres listed. The Kickers are implied to be minor encounters or occurances, and a reference is made to "flying" kickers that are supposed to be used if the PCs use flight to bypass the written encounters.

What were the "kickers" supposed to do? Sounds like they would have been fun? Cut for time? I like seeing the kind of adventure structure used in the published mods so I can model my DM's marks on the things the regular mods provide.

I have no fear of spoiling this mod as of now, since tomorrow is the last day to report results.
Istaran

01-30-07, 02:11 PM
I think I saw some of those in CoL 1. There were three or so example optional encounters during the first segment, after the Shop Sign of Doom (which cost one of my players all of his spells for the day).
Harliquinn

01-30-07, 03:26 PM
Having played (but not run) Mere of Shattered Souls, I remember several encounters that seemed to fall into what is described as a 'kicker'.
Mherduwynn

01-30-07, 05:27 PM
The Kickers idea was originally supposed to be a set of sidebars, one per Part, that would provide the DM with ideas on how to expand the module with optional encounters as described.

Unfortunately, when it became apparent in Mere of Shattered Souls that we had a pretty full adventure already without adding more, the Kicker Section did not get pulled. That was entirely my fault.

No real harm done, but sorry for the confusion.

-A
Rewth

01-31-07, 10:23 AM
I ran mere the weekend before hte cutoff, and since we had all day i just let to game take as long as it needed. a full 8 hours later we finally finished it.

now... we were also juggling 5 players, and 3 munchkins (2 just shy of 2 years old, and a 5 year old of recent internet fame (he played as our 6th character... a dwarven wizard named Ohio)

but it was a quite lengthy adventure, a lot of time spent simply getting to the mere itself.
Mherduwynn

02-07-07, 06:20 PM
It can indeed run long.

The module writing process is an art form and it can sometimes stray outside the norm for content and run time depending on how work goes at the time. I freely admit Mere was long in the tooth for play period; it PACKS a session if run correctly and that's ~with~ veteran players and a prepared GM.

I at least hope your group had fun, even the munchkins. :)

-A