Puggle Halfwine's Guide to the Realms - Year 1 (Spoiler Warning)

Post/Author/DateTimePost
#1

puggle_halfwine

Oct 16, 2008 1:16:42

Puggle Halfwine's Guide to the Realms
Year I - 1479, Year of the Ageless One.

"Jump on my sword while you can evil, I won't be as gentle!"
- Minsc



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.
#2

puggle_halfwine

Oct 16, 2008 1:17:15
Reserved.
#3

puggle_halfwine

Oct 16, 2008 1:18:21
Reserved II.
#4

puggle_halfwine

Oct 16, 2008 1:18:52
Reserved III.
#5

puggle_halfwine

Oct 16, 2008 1:19:24
Reserved IV.
#6

Mind_Flayer_Monk

Oct 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?
#7

puggle_halfwine

Oct 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...
#8

dkay807

Oct 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).
#9

Keithric

Oct 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...
#10

telvin3d

Oct 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
#11

gomeztoo

Oct 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?
#12

WolfStar76

Oct 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.
Maybe we need a seperate forum specifically for adventure reviews?

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.
#13

gomeztoo

Oct 17, 2008 7:23:30
And done.
#14

WolfStar76

Oct 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.
#15

puggle_halfwine

Oct 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.
#16

Madfox11

Oct 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.
#17

that_darn_cat

Oct 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.
#18

that_darn_cat

Oct 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.
#19

AxeMurder0

Oct 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
#20

Madfox11

Oct 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.
#21

Keithric

Oct 21, 2008 11:04:37
I think I'd much rather the spoiler blocks, but maybe it's just me
#22

amysrevenge

Oct 21, 2008 12:00:43
I had a hard time finding the code the first time, using "sblock" rather than "spoiler" that is.
#23

dkay807

Oct 21, 2008 14:36:32
Show
Actually, regardless of the route you take, there are several clues the Black Knight is not in league with the shadow creatures.
#24

telvin3d

Oct 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.
#25

Madfox11

Oct 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 really enjoyed the adventure - I thought it was well-written and had an awesome skill challenge in it (that sadly can easily be missed). I just think it puts more responsibility into the hands of the DM than most LFR modules out today.

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
#27

that_darn_cat

Oct 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.
#28

puggle_halfwine

Oct 28, 2008 4:40:03
Updated to include the Week in the Realms Pt I.
#29

mevis_falconhand

Oct 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?
#30

matt12

Nov 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.
#31

syrsuro

Nov 09, 2008 0:53:36
In re: Corm1-1

Show
Actually, regardless of the route you take, there are several clues the Black Knight is not in league with the shadow creatures.
#32

gomeztoo

Nov 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?)
#33

Reylance

Nov 10, 2008 12:01:52
So, what is the meaning of Thrall or Food?
#34

Keithric

Nov 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)
#35

elminstersapprentice

Nov 13, 2008 16:50:13
Thumbs down from me and my players...
...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.

Combat: * Weak monsters, weak tactics, no challenge.
Plot: *** Good plot, poor execution
Roleplaying Food: The pizza was good
Regional Flavour: * Adventure could have taken place anywhere.
Rewards: ***
Overall: ** Story was there, but didn't live up to the promise.
Thrall or Food?: Food!

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
#36

elminstersapprentice

Nov 13, 2008 17:02:34
Show

Tighten up encounter 2a, a good nonlinear investigation is good, but the way it's structured, you do all the talking you want...
...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.
#37

elminstersapprentice

Nov 13, 2008 17:13:28
Show

I think it depends at least in part on which option the players take after the initial encounter...
...This is, of course, one of the features I most liked about this module: The existence of two wholly separate paths with the players choice determining what they will encounter and what will happen - a rare feature in an RPGA module.
#38

amysrevenge

Nov 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.
#39

elminstersapprentice

Nov 14, 2008 9:26:56
Show
I ran the burgomaster (Morty) like George Castanza, complete with his mother yelling in from off camera
#40

malaggar

Nov 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
#41

kinevon

Nov 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.

Patrick

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.