| Post/Author/DateTime | Post |
|---|---|
| #1puggle_halfwineOct 16, 2008 1:16:42 | Disclaimer: Show This thread has been created for the sole purpose of posting my own personal reviews of LFR modules. All opinions expressed within are solely my own and spoilers abound. Note that I attempt to discuss modules in a clinical and neutral tone- a negative review is not intended to be an attack on the author, but rather as a means for delivering constructive criticism and should be viewed as such. |
| #2puggle_halfwineOct 16, 2008 1:17:15 | Reserved. |
| #3puggle_halfwineOct 16, 2008 1:18:21 | Reserved II. |
| #4puggle_halfwineOct 16, 2008 1:18:52 | Reserved III. |
| #5puggle_halfwineOct 16, 2008 1:19:24 | Reserved IV. |
| #6Mind_Flayer_MonkOct 16, 2008 3:51:06 | Neat post-are we supposed to participate somehow or just read? Is there any info from other people you would be interested in? |
| #7puggle_halfwineOct 16, 2008 8:19:23 | Neat post-are we supposed to participate somehow or just read? Is there any info from other people you would be interested in? Nope, it's cool. I just wanted a place to store my module reviews. Read away. ![]() Of course, if people have had a different play experience than I, please- post away... |
| #8dkay807Oct 16, 2008 15:22:58 | I actually found AGLA1-1 to be quite boring. The module was simplistic (sure, not always a bad thing), but when you combine that with poorly crafted combats (one of which was just daft), you get a bland module that no one really remembers. DRAG1-1 on the other hand was pretty decent. I thought it was somewhat unique and the final few combats were pretty neat (great low-heroic tier fights). |
| #9KeithricOct 16, 2008 19:46:05 | I actually found AGLA1-1 to be quite boring. The module was simplistic (sure, not always a bad thing), but when you combine that with poorly crafted combats (one of which was just daft), you get a bland module that no one really remembers. Interesting - I'm guessing that's why no judges are wanting to run it in our neck of the woods? I'd really like to encourage others to make threads like this. I can't read the spoiler stuff cause I haven't played those yet, but it'd be great for hunting down which mods to run. Now I just need to find some time to do it myself... |
| #10telvin3dOct 16, 2008 21:05:36 | I haven't run or played AGLA1-1 myself, but I know two DMs that ran it and both they and the players had nothing but good thigns to say. Just 2 more $.01 |
| #11gomeztooOct 17, 2008 2:12:34 | Possibly would work better if we would do it in speerate threads per adventure... though then you get a lot of Threads. I'm interested what people thought of the Dalelands adventures. Maybe we need a seperate forum specifically for adventure reviews? |
| #12WolfStar76Oct 17, 2008 6:27:42 | Possibly would work better if we would do it in speerate threads per adventure... though then you get a lot of Threads. I'm interested what people thought of the Dalelands adventures. If this idea is something we'd like to see, the best bet is to put in a request in the Community Business forum, here. |
| #13gomeztooOct 17, 2008 7:23:30 | And done. |
| #14WolfStar76Oct 17, 2008 7:58:48 | I've voiced my support for the subforum, and I encourage anyone else who might want to see such a sub-forum do so as well. |
| #15puggle_halfwineOct 17, 2008 11:37:16 | Mod reviews will go up as they are played, except for playtests and slot-zeros for modules not yet released (such as Weekend in the Realms) due to spoilers. |
| #16Madfox11Oct 18, 2008 10:17:38 | DRAG1-1 could not be set in any city with strong authorities who care about the law. So while in theory it could be set in Impiltur, Amn or some other corrupt regions, Waterdeep is definitely out of the question. |
| #17that_darn_catOct 19, 2008 3:39:57 | My players and I agree with AGLA1-1 Lost Temple of the Fey Gods. It was a very good mod that we all enjoyed. Encounter 4 was rather frustrating for the fighter in the party, but with some embelishment of the monster description and power description even he was having fun. Also, with proper prep (tiles and monsters picked out before hand) this would be a fairly fast module for most parties. I ran it cold and only missed a couple of things off the bat, nothing adventure breaking. |
| #18that_darn_catOct 19, 2008 22:02:54 | CORM1-1 The Black Knight of Arabel Show Thumbs down from me and my players. The module shows promise, especially encounter 2B - my players skipped that encounter, instead skipping straight to 2A, and missed out on the best encounter of the module. We had a good long talk, during the last half of the module and afterwards about why we did and didn't like the module. Our biggest frustration is that the seed of a good module is there, but the execution fell through. With another rewrite or two, this could be a very fun module. |
| #19AxeMurder0Oct 21, 2008 2:10:49 | I actually really liked: CORM1-1 The Black Knight of Arabel Show Props: The town was an interesting place with notable NPCs Buildup through the adventure had a real effect on how hard the final encounter was. Non-linear investigation No crossbow trap Slops: Intro was very forced No clues that the black knight was good other then his accent, which since there's no real beginning you can't do subtly by using a distinctive speech pattern in the opening to line up with the Knight |
| #20Madfox11Oct 21, 2008 3:45:20 | Show Actually, regardless of the route you take, there are several clues the Black Knight is not in league with the shadow creatures. |
| #21KeithricOct 21, 2008 11:04:37 | I think I'd much rather the spoiler blocks, but maybe it's just me ![]() |
| #22amysrevengeOct 21, 2008 12:00:43 | I had a hard time finding the code the first time, using "sblock" rather than "spoiler" that is. |
| #23dkay807Oct 21, 2008 14:36:32 |
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| #24telvin3dOct 21, 2008 15:00:06 | yeah, definitely a module where the DM has to be on the ball. One of those that should never be run cold. On the other hand, if the DM is up to par, it is one of the most flexible and engaging modules I have played or run. |
| #25Madfox11Oct 22, 2008 4:06:45 | Show Well, the horse killed by the shadow creatures is a rather obvious clue... |
| #26_metz_Oct 22, 2008 10:38:38 | Pieter, you're right, but there's a lot of onus on the DM to provide these clues to the players in an appropriate manner - most of them are very subtle. I totally agree, it had a much more organic feel to it than some of the other modules. Other modules I think should be singled out and mentioned (positively): Core 1-3 Sense of Wonder: - A tad easy, but an interesting hook and a fun skill challenge Wate 1-1 Heirloom: - A decent introductory module to the City, felt like an LG intro mod. (Though the story award restriction was frustrating) Dale 1-1: The Prospect - Had a much more credible plot hook than most |
| #27that_darn_catOct 23, 2008 9:57:32 | Core 1-3 and Wate 1-1 are on my to-run list. Having run it once, I'll probably go back and run Corm 1-1 again, for a different group of players. It'd make a good halloween adventure, with a bit of prep. Show Main things I'd do: Tighten up encounter 2a, a good nonlinear investigation is good, but the way it's structured, you do all the talking you want, MAYBE get the hint to check out the theatre, and then no matter what you have a screaming child sending you out to the grove to meet Sir Angst. That needs work. Change the theatrics a little - the adventure tends towards camp and schlocky over the top horror in a few places. Baromeister Morte? With a few touches and toning down the camp a bit, this adventure could be a really good creepy call of cthulhuish monster/cult adventure. |
| #28puggle_halfwineOct 28, 2008 4:40:03 | Updated to include the Week in the Realms Pt I. |
| #29mevis_falconhandOct 29, 2008 6:04:10 | Interesting read, Puggle. My personal favourites so far include: - DALE1-1: Nice story, interesting combats and some roleplaying opportunities - EAST1-1: Well, ... a biased opinion since I enjoyed the adventure very much for a single reason: My character was a dwarf from Eartheart. Still nice encounters and a strong regional flavour. I didn't particularly like: - BALD1-1: Most characters will have a hard time to see any motivation to start the quest in the first place. - WEEK: No skill challenges? No role-playing? |
| #30matt12Nov 05, 2008 8:06:31 | My review of - ANAK1-1 The Rotting Ruins of Galain Story: None If you run this mod, as written, players are given a blurb. Dropped into fight one. Fight one done, now dropped into fight two. Repeat. There is only one small section that allows role playing and even then it feels forced. Plot: Some While there is a plot that puts the whole story together. The GM has to work to get that to come across. Combat: Lots While I'm willing to admit the auther attempted to try different tatical platforms for where combat takes place. I think he failed. My opinion would be a GM should toss out almost all the maps provided and draw his own. Regional Flavour: Very little Mod makes a attempt to provide a little regional flavour in some of the fights. Problem is that it just doesn't come across in the fights with the maps provided. Over all, this is a mod to test the GM. While the background is there to make the mod interesting and provide some regional flavour. There is very little that the players can come across this background, as it is written. Then there's the maps provided for where the combat takes place. There is no, to very little feel for how those maps are laid out, to where the description of the fights actually take place. |
| #31syrsuroNov 09, 2008 0:53:36 | In re: Corm1-1
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| #32gomeztooNov 09, 2008 6:24:05 | Yes, though in our case we chose a path that was less appropriate to the party, based primarily on a whim of one PC (ironically the one least suited for the upcoming skill challenge). The others - some reluctantly - followed. It all worked out, but there were some odd 'coincidents' Show (like very conveniently finding the obilisk - and there is treasure inside as well - I mean, what are the odds?) |
| #33ReylanceNov 10, 2008 12:01:52 | So, what is the meaning of Thrall or Food? |
| #34KeithricNov 10, 2008 12:07:04 | It's a reference to the mind flayer flash skit on the website, where the mind flayer evaluates if possible minions are cool enough to make into thralls or should just be eaten. So... Thrall = Good, Food = Bad. (Least I assume so) |
| #35elminstersapprenticeNov 13, 2008 16:50:13 | Thumbs down from me and my players... Good points. Combat: Show There were no suitable shadow creatures in the DMG, so I had to create my own. I rocked the boat creating all new creatures, and as a consequence I think they were over-nerfed. The monsters are weak for sure. Feel free to DME them. ;D |
| #36elminstersapprenticeNov 13, 2008 17:02:34 |
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| #37elminstersapprenticeNov 13, 2008 17:13:28 |
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| #38amysrevengeNov 13, 2008 20:18:40 | You (Mr Cormyr author) might enjoy this. I know I always liked hearing about how other DMs ran my own NPCs. Show I ran the burgomaster (Morty) like George Castanza, complete with his mother yelling in from off camera Mother: "Morty, come in here and finish your dinner." Morty: "Ma! I've got people here, burgo business!" Mother: "Oh sure, listen to Mr. Bigshot. Plenty of time for armed strangers, but no time for the woman who gave him life." Morty: "Ma! Not now Ma." etc. Players ate it up. |
| #39elminstersapprenticeNov 14, 2008 9:26:56 |
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| #40malaggarNov 22, 2008 8:07:22 | DRAG1-1 on the other hand was pretty decent. I thought it was somewhat unique and the final few combats were pretty neat (great low-heroic tier fights). I just played that last night with a group that was fairly new to Living campaigns. The final fight seemed very tough with a couple of the players feeling it was hopeless and wanting to quit. The advenures should specify that DM discretion is allowed, and even encourged. Patrick |
| #41kinevonNov 23, 2008 16:20:01 | I just played that last night with a group that was fairly new to Living campaigns. The final fight seemed very tough with a couple of the players feeling it was hopeless and wanting to quit. The advenures should specify that DM discretion is allowed, and even encourged. Directly from the second page of the module (first page after the cover): Important DM Information As the DM of the session, you have the most important role in facilitating the enjoyment of the game for the players. You take the words on these pages and make them come alive. The outcome of a fun game session often creates stories that live well beyond the play at the table. Always follow this golden rule when you DM for a group: Make decisions and adjudications that enhance the fun of the adventure when possible. To reinforce this golden rule, keep in mind the following: • You are empowered to make adjustments to the adventure and make decisions about how the group interacts with the world of this adventure. This is especially important and applicable outside of combat encounters, but feel free to use the "scaling the encounter" advice (usually for adjusting to different-sized groups) to adjust combat encounters for groups that are having too easy or too hard of a time in an adventure. • Don't make the adventure too easy or too difficult for a group. Never being challenged makes for a boring game, and being overwhelmed makes for a frustrating game. Gauge the experience of the players (not the characters) with the game, try to feel out (or ask) what they like in a game, and attempt to give each of them the experience they’re after when they play D&D. Give everyone a “chance to shine.” • Be mindful of pacing, and keep the game session moving along appropriately. Watch for stalling, as play loses momentum when this happens. At the same time, make sure that the players don’t finish the adventure too early; provide them with a full play experience. Living Forgotten Realms adventures are designed to be played within 3.5 – 4 hours; try to be very aware of running long or short. Adjust the pacing accordingly. • Give the players appropriate hints so they can make informed choices about how to interact with their environment. Players should always know when enemies are affected by conditions and are bloodied. They should be given clues about how to interact with their surroundings so they can tackle skill challenges, combats, and puzzles without getting too frustrated over lack of information. This helps to encourage immersion in the adventure and gives players “little victories” for figuring out a good choice from a clue. In short, being the DM for a Living Forgotten Realms adventure isn’t about following every word on the page; it’s about creating a fun, challenging game environment for the players. A great deal of good information on being a DM for a D&D game can be found in Chapters 1-2 of the Dungeon Master's Guide. [/End Quote] In case you haven't heard, this is commonly referred to as the DM Empowerment clause. |