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Switch to Forum Live View Embers of Dawn Mini-campaign
3 years ago  ::  Dec 27, 2009 - 11:57PM #11
kinevon
Date Joined: Aug 22, 2007
Posts: 1,292

Dec 26, 2009 -- 12:39PM, Crodocile wrote:

IIRC, at low tier they're around 775, and 1095 for high.  They're set up so that you can do all of them at high tier without leveling to fifth.  So for every two you do at low tier, you could do one other adventure, give or take.




If you play all 6 of the MINI modules at high, and don't die-die in the middle, with full success, your PC should just level to 5th at the end of the 6th module. (6,570 XP)

If you play at high, and play any other module, even at low, you will probably reach 5th level at the end of the 5th module, and not be able to play that PC in the 6th one. (5,475 XP + 400 XP > 5,500 XP)

If you play at least two of the MINI modules at low, you wil have a bit more wiggle room, but I find that a lot of people are loath (unwilling) to play any 1-4 module at low...

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3 years ago  ::  Dec 28, 2009 - 8:30AM #12
Misroi
Date Joined: Jul 4, 2006
Posts: 329

In general, I agree, kinevon.  Most people are unwilling to play at low tier.  However, the mini-campaign suggests people create new characters, and that will help people decide to play low.  Also, the Senior GM organizing the mini-campaign in this area told us that the first half was intended to be run at low, while the second half was intended to be run at high.  Those two pieces of info helped push people that were planning on playing 3s and 4s to pull out new characters they'd previously made up, or use pregens to quickly get in on the action.

So far, I've been enjoying the mini-campaign.  As a gross generalization, LFR's missing a good tightly woven storyline - that's just a by-product of the way that WotC has decided to organize LFR.  The campaign, however, gives you the fun combats and continuing story that's been missing from the regional modules.  The story is more engaging than the staggered episodic nature of the rest of LFR, probably because each adventure connects to the another, giving it a more organic feel.

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3 years ago  ::  Dec 28, 2009 - 10:00AM #13
GreySector
Date Joined: Dec 15, 2005
Posts: 126

Dec 28, 2009 -- 8:30AM, Misroi wrote:


The campaign, however, gives you the fun combats and continuing story that's been missing from the regional modules.  The story is more engaging than the staggered episodic nature of the rest of LFR, probably because each adventure connects to the another, giving it a more organic feel.


I have overall been pretty disappointed by the whole thing.  They seem to be getting worse as they go, and I feel like I'm playing the same module over and over again. 

Spoiler: Show

1. Arrive in port
2. Get jumped by bad guys
3. Go through a skill challenge to find out where the bad guys are hiding
4. Raid the bad guys' lair
5. Chase escaping bad guys
6. Find out that the real threat is elsewhere ("I'm sorry Mario, but the Princess is in another castle".)

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3 years ago  ::  Dec 30, 2009 - 1:36PM #14
Thanlis
Date Joined: Aug 22, 2007
Posts: 837

Dec 28, 2009 -- 10:00AM, GreySector wrote:

Dec 28, 2009 -- 8:30AM, Misroi wrote:


The campaign, however, gives you the fun combats and continuing story that's been missing from the regional modules.  The story is more engaging than the staggered episodic nature of the rest of LFR, probably because each adventure connects to the another, giving it a more organic feel.


I have overall been pretty disappointed by the whole thing.  They seem to be getting worse as they go, and I feel like I'm playing the same module over and over again. 




How many have you played? I'd agree that both 1 and 2 follow that pattern, but it feels to me like they're establishing a pattern for the sake of breaking it later on. 

Also, if your DM isn't making Sambral and Tarmalune feel very different, he or she is doing you a huge disservice. 

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3 years ago  ::  Dec 30, 2009 - 1:53PM #15
Skerrit
  • LFR Global Admin
Date Joined: Mar 17, 2005
Posts: 1,011
I would think you are very hard pressed to say MINI1-5 is anything like that, and the conclusion (which obviously isn't out) seems pretty different as well.
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3 years ago  ::  Dec 30, 2009 - 3:07PM #16
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,147
Still... having the same pattern for roughly 6-8 rounds of play seems a bit much
Keith Richmond
Living Forgotten Realms Epic Writing Director
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3 years ago  ::  Dec 30, 2009 - 3:23PM #17
Thanlis
Date Joined: Aug 22, 2007
Posts: 837

Dec 30, 2009 -- 3:07PM, Keithric wrote:

Still... having the same pattern for roughly 6-8 rounds of play seems a bit much



If the first four modules all used the same pattern, I'd agree with you.

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3 years ago  ::  Dec 30, 2009 - 5:06PM #18
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,147
Hmm. Well, I've only played MINI1-1 through MINI1-4, so maybe we're talking about a different four modules I'd say that at least 6 of those 8 rounds were the same pattern, and I'd be willing to shrug and agree if someone said it about all of them.
Keith Richmond
Living Forgotten Realms Epic Writing Director
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3 years ago  ::  Dec 30, 2009 - 6:17PM #19
Thanlis
Date Joined: Aug 22, 2007
Posts: 837

Dec 30, 2009 -- 5:06PM, Keithric wrote:

Hmm. Well, I've only played MINI1-1 through MINI1-4, so maybe we're talking about a different four modules I'd say that at least 6 of those 8 rounds were the same pattern, and I'd be willing to shrug and agree if someone said it about all of them.



You'd be wrong. I can't speak to your play experience, but the pattern of encounters is only the same if you're willing to reduce it down to the barest of bones. It's sort of like saying that Thunderspire Mountain is the same as Pyramid of Shadows, since in both modules the PCs enter a dungeon and fight creatures.

I mean, let's look at the original claim in a little more detail:

Spoiler: Show


1. Arrive in port

Yes, 1 through 4 all take place in a different location. I'm not sure this is really a fault.

2. Get jumped by bad guys

Not even. In MINI 1-1, you get jumped by bad guys. In MINI 1-2, you open with an investigative skill challenge. In MINI 1-3, you get jumped... well, actually, you get jumped before you arrive in port. In MINI 1-4, you already know where the cult is hanging out and you jump them.

3. Go through a skill challenge to find out where the bad guys are hiding

Nope. In MINI 1-1, you're figuring out what's going on. In MINI 1-2, it's about finding out where the cult is, so sort of... but in MINI 1-3, an NPC tells you what's going on without a skill challenge.

4. Raid the bad guys' lair

Sort of. Again, I'm not sure it's really awful that D&D modules include raids on lairs as a general rule. And there's pretty huge variety in the lairs... in MINI 1-1 you're doing a pretty standard assault in which you learn a ton. In MINI 1-2, there's a big social scene in the middle of the lair. In MINI 1-3, the lair is much more the central focus of the whole module (which makes sense, since the port's a lot duller). In MINI 1-4, there's no lair to speak of -- rather, there are a number of combats throughout the city.

5. Chase escaping bad guys

Come to think of it, I don't even know what this means. There's not a lot of chasing. If it means "you don't get to beat up the main villain at the end of the module," well, that's true -- it is, after all, a series. But I think that's the next bullet point. You're moving from port to port following clues, not following escapees.

6. Find out that the real threat is elsewhere ("I'm sorry Mario, but the Princess is in another castle".)

Yes. It's a series, and you don't get to beat the big bad every module. I can't think of this as a fault.
 

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3 years ago  ::  Dec 30, 2009 - 8:16PM #20
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524
I think the substance of the "find the real threat is elsewhere" complaint is not so much "we don't get to beat up the big bad guy" but rather that we always find some kind of letter or other indication that the guy we just beat up was merely a minion of another guy--or an associate of a larger cult--AND that said larger cult has otherwise been invisible to us throughout the mod. That's quite unlike, for instance, Red Hand of Doom where, while there are definite chapters, you have some idea that the other NPC villains are out there and of what they were doing. It's also unlike the Age of Worms adventure path where one mod may be exploring the tomb of NPCs who faced the evil thousands of years ago, the next mod might pit you against some cultists who are tools of the main villain now, and the mod after that pits you against a scheme the main cultists are putting together. In Red Hand of Doom, you have an idea of the bigger picture that you are struggling against. In Age of Worms, you have more variety in your level of interaction with the main plot.
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