Tearing of the weave - thoughts? [Archive] - Wizards Community

Post/Author/DateTimePost
runestar

06-30-07, 11:37 PM
So, anyone tried out this module yet? Flipped through it at borders, seemed okay enough, though the end seemed to degenerate into a grinder run.

Thoughts/opinions anyone?:)
Evilevi

07-01-07, 12:17 AM
I am getting ready to start running it in the next month. I'm almost done getting the party to the starting level, and I'm waiting for one person to get back from vacation. The thing about the adventure that stands out to me the most is the breakdown of each tactical encounter. I'm optimistic that it will make my life a lot easier in that there's less for me to think about since it's all laid out for a lot of different ways the players can do things (though I'm sure they'll still find a way to come at the adventure from some other angle anyways). I'm more concerned about them not surviving the final encounter to continue to the next module. Will post more as we finally get going =)
Mr_Miscellany

07-01-07, 03:20 AM
I'm up-converting this module for use in my Epic Realms Campaign. It's going to be a challenge to use as much of the module as possible for this level of "let's just teleport there and skip the in-between" play, but I think the adventure has enough to offer to keep my players interested and challenged.

Like Evilevi, I'll try to post more once the ball gets rolling.

:)
Tempus665

07-01-07, 04:27 AM
I'm optimistic that it will make my life a lot easier in that there's less for me to think about since it's all laid out for a lot of different ways the players can do things

I think with it all laid out it only makes things more difficult and slower to run.

All in all I have a really bad view of this module, because to me it appears to be just a string of badly worked out encounters, the kind of adventure I used to make when I started playing D&D 15 years ago. Also, it doesn't confer the Realms feeling to me, although that one is probably up for discussion.
Muddman

07-02-07, 01:09 AM
I think with it all laid out it only makes things more difficult and slower to run.

All in all I have a really bad view of this module, because to me it appears to be just a string of badly worked out encounters, the kind of adventure I used to make when I started playing D&D 15 years ago. Also, it doesn't confer the Realms feeling to me, although that one is probably up for discussion.

The encounters aren't bad, just a little underpowered in my view. I know an "average" fighter at first level might have a 13 strength and 10s in everything else, but it doesn't make for a hard fight.

I don't like the set up of the encounters, I would have prefered a more streamlined format.

For example, the battle stats and the flavor texts are on separate pages. That would be fine if the battle stats didn't ALSO have flavor text. I've been in the middle of a few fights, focusing on stats and movement speeds etc when I've noticed information like: When this NPC come out they yell "Blah". This is after they've been in the room for 7 round and dead for 2. All because I didn't think to read every last word of the battle stats when the fight started.

I like where they're going with the battle stat stuff and I think its a good idea, but keep flavor text on the flavor text section and battle stats on the battle stats.

Red hand of doom was better at that, especially with the long appendix at the end with EVERYONE'S stats. That way the page just said "This room has Mr X and Mrs Y and their tactics are blah". You go to the back of the book (or photo copy what you'll need like I did) and you're good to go.

But I think the story line is much better than most Forgotten realms adventures. Its got some depth and some cool enemies, they just aren't tough enough for the most part.