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[HOE] Adventures and plot
I concur with the guy who broke the adventure into 2 points
1) Get the party the items the need
2) Get them to the general location
This is good gaming! Let the party do what they will, and don't get all
futzed up if things don't go to spec. Really, In the end, all they really
need to do is... succeed at whatever they tried at. This is where I've found
troubles with some previous HoE adventures (like...)
Spoiler space....
A BOISE HORROR ADVENTURE WHERE THE HORROR NEVER TRIES TO HUNT DOWN AND KILL
THE PARTY. I mean, *really*...
But seriously, a good Marshall does need to think like a chess player,
the party makes a move, the bad guys have a response, and make the results
the most fun for all. And where the HoE adventures have really fallen on
their face so far (I don't know about the Unity yet), is they've really done
a bad job of making the adventure about the PC's.
Hell or High Water, Killer Klowns, Boise Horror, have all had the same
lame "innocent folks ask party to ___ And the party goes to stop bad guys."
(Ok, not lame, but overrused plot hook. Waaayyyy too overrused).
I would like to see a published adventure like the old Ravenloft ones,
which start by having the bad guy *DO* something to the party, and now the
players are in trouble and have to undo the damage.
Or some problem that if the players don't solve it, they Die.
The Unity sounds like it could be good, but I do hope it doesn't have the
other problem that Boise Horror and Killer Klowns had (the party can walk
away at any point, and, in fact, has every reason to do so).