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Adventure Project: Strangers of Heart Haven (Update 1)

🕑 Added 2022-09-23 16:54:35 +0000 UTC
Adventure Project: Strangers of Heart Haven (Update 1)
Adventure Project: Strangers of Heart Haven (Update 1)

Comments

Simone Spinozzi

Ohy! Past 3 months saw me ending up in hospital 5 times, 4 of which in just the past 5 weeks, but i am glad to see the content you were working on. ❤️ That said, i know this feedback is 3 months late, but i liked what you were doing until i hit "chapter 1" for several reasons: • first of all, you deprived characters of their equipment, this means that you cannot have characters try to work out who they were based on what they are wearing. • second, this assumes characters that are playing this adventure can get sick or can disrobe which is not true for all the playable races. • third you are giving the players a fixed role as patients and maybe a GM would want to tie this to an adventure where their players have set up an hospital so they are either the doctors or the staff. • fourth you are giving a binary choice of following the moon or straying into the fog. While this seems impossible, you should play test because i have seen people come up with a 19th solution to what i thought should be an obvious binary choice. Random example: What if one of them is an eladrin and misty steps onto the moon to try and grab it? it appears that the moon here, not being an actual physical moon is subject to being grabbed like an object. What if the players have no wish to interact with the hospital but actually like the dream-like atmosphere and seek to find more about the place and refuse the "obvious railroad" by making every effort to not go into the hospital? While one could be tempted to ask "then why are you playing this?" that is actually a valid way to look at this environment from a completely alien perspective. Some people might find it fun to be in this place and see going into the hospital to "obviously complete the main quest" as a way to ruin their own fun by robbing them of the dream-like strange misty world. Why did i like it before hitting "chapter 1": because you were setting up who are the factions, what is happening in the background and giving us info about what are the motives of each faction. Basically: you know that you were doing with the forgotten foes etc? Keep doing that. You give us a faction of "people" + "expendable minions" you were giving us motives and why they are doing what they are doing. People trying to nudge or use the players for their own purposes is a clear thing that leads little to interpretation. This, along with a description of the environment and why such environment would exist and look like what it looks like would give any GM the ability to come up with their idea on how to run the adventure. I suggest you keep that first part as your primary focus and give several ideas of various possible starting setups so that each GM can cater to their own needs given the party of players that GM is playing with. Basically: After 2nd edition and starting with that ludicrous 3rd edition i have noticed most adventures have a focus not on the environment of the adventure and objectives of who wants wat and why, but on a story to follow. That... is next to impossible to achieve without robbing both GMs and players of agency. So: the setup here is incredible and you have great description of the factions involved, and why they are doing what they are doing. There are just 2 factions, so it can be expanded, but it works. I suggest you focus on possible starting locations. Emphasis on plural. And giving the GMs why they would want to use those possible locations. Preparing them on why would anybody want to start there or why they would start in those conditions. Then focus on possible encounter setpieces that can be retooled depending on the faction using them. A main camp, how their defences are placed, what are their points of influence. Etc. Then focus on giving GMs suggestions on how the various factions could use the resources they have at their disposal. Then focus on how the players might join or reject multiple or no factions and how interested are each of the factions into manipulating the players for their own agenda. Possible quest lines as in "they will need X, Y and Z which is located in these other places by this other faction and protected in these ways", leaving it up to the players to decide how to approach the problem not "go there, this happens". Essentially bring a slice of a world to life, not something to boringly read sequentially. I wrote a lot... patreon tends to delete posts where i write a lot, i hope this sticks, but thanks for the read.


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