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  1. #1
    John Rickards
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    Future Products Wish List

    > S&C on the other hand was bad. The basic premise was ok (the "main"
    > villian trying to start the war) and the starting parts weren't too bad.
    > But the backdrop of the "ultimate bad guy" was, to put it bluntly,
    > rediculous. The resolution was especially stupid. Here you have a guy
    > who would toast the players without a second thought as soon as he is
    > aware of them. But instead he lets them run rampant through his place
    > (to "test his followers", yeah, right) and when they finally meet him he
    > just chides them a bit, asks them to return anything they looted
    > (without checking other than visually), and LETS THEM GO. Give me a
    > break! Ludicrous!! (I was trying to not give out TOO much about the
    > plot in case anyone is, unfortunately, playing through this)

    I've not read S&C, but I can speak for the Sword of Roele and Warlock
    of the Stonecrowns.
    The Sword of Roele had a great idea behind it - the search for the
    sword fo the last Emperor, and all the history and so on that that
    entails, but it fell down in the execution. What had the feel of an
    epic quest became a standard linear AD&D 'weirdly-named-monster-hack'
    involving a load of entirely inappropriate plot elements none of
    which had much of a BR feel about them. Sorry, but it weren't exactly
    my cup of tea. :-(
    Warlock was better, having a more 'Birthrighty' feel about the whole
    thing, and elements that would have required tweaking to set outside
    Cerilia (SoR could've been set anywhere really). Even so, it was
    little more than a glorified dungeon-hack, with very little other
    elements. Not a bad one, but still not particularly good (sorry
    guys).
    Legends was a bit different. It is true to say that the scenarios
    were short, fairly simple and linear, but then as short adventures to
    'fill out' the Random Domain Events table, that's all they should be.
    While short and simple, they were, for the most part, adventures that
    were suited mainly for Birthright, and which were not just hack'n
    slash - treacherous plots at grand parties, tournaments, advisors
    vying for attention, traitorous lieutenants and the like. I think, on
    the whole, that Legends was a great deal better as a set of
    adventures than the singly-published ones, which have been a
    disappointment (although I wouldn't include King of the Giantdowns as
    an adventure, more of a regional sourcebook - and a very good one at
    that - with adventure seeds).

    My (slightly more than) 2GBs. ;-)


    John Rickards

    "He who is looking for something has lost something."
    "And he who is not looking?"
    "He gets run over."



    PS. Dan. Hahahahaha.

  2. #2
    Bill Seurer
    Guest

    Future Products Wish List

    > Excerpts from mail: 7-Oct-97 birthright-digest V1996 #316
    > birthright-digest@lists. (32732)

    > 6. Adventures, adventures, adventures. Although this one comes
    > with
    > an admonition. We certainly do not need any more one-note
    > adventure
    > elements like the ones in Legends of the Hero Kings. While they
    > are
    > interesting kernals, they are for the most part, totally linear
    > and
    > without any real challenges for smart players. I call your
    > attention
    > to the adventure in the Dungeon magazine -- Seeking Bloodsilver.
    > This was a great, exciting adventure for my players (although they
    >
    > weren't fond of travelling into the Shadow World) with sufficient
    > complexity to keep them on their toes. A book of these would make
    > me
    > eternally grateful.

    Actually, I am exactly the opposite. I like Legends very much and the
    one "full" adventure I looked at (Sword & Crown) was extremely
    disappointing.

    I can weave Legends into the campaign and tweak things without having to
    throw out most of the material. The adventures are compact and make
    quite a bit of sense. The NPCs had enough info that I could flesh them
    out to fit my campaign without having to do them from scratch.
    Consideration for many player actions was taken into account in the
    descriptions of possible resolutions. The overabundance of magic items
    for every NPC was disappointing, though.

    S&C on the other hand was bad. The basic premise was ok (the "main"
    villian trying to start the war) and the starting parts weren't too bad.
    But the backdrop of the "ultimate bad guy" was, to put it bluntly,
    rediculous. The resolution was especially stupid. Here you have a guy
    who would toast the players without a second thought as soon as he is
    aware of them. But instead he lets them run rampant through his place
    (to "test his followers", yeah, right) and when they finally meet him he
    just chides them a bit, asks them to return anything they looted
    (without checking other than visually), and LETS THEM GO. Give me a
    break! Ludicrous!! (I was trying to not give out TOO much about the
    plot in case anyone is, unfortunately, playing through this)


    - - Bill Seurer ID Tools and Compiler Development IBM Rochester, MN
    Business: BillSeurer@vnet.ibm.com Home: BillSeurer@aol.com
    [work page]
    Home page: http://members.aol.com/BillSeurer/

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