Posts by Thomasvp

    Als het dat betekent zou ik zeggen je dan iets te negatief bent tegenover de dwergen ^^

    Daarbij komt ook dat ik niet bekend was met het Nederlandse gezegde "Het schuim der aarde" (al ken ik natuurlijk wel de Engelse "the scum of the earth") waardoor je daarmee met hetzelfde probleem zit

    Ik vind het gebruik van "mout op de molen" of "hop op de molen" duidelijk genoeg. Zolang je bekent bent met het gezegde "koren op de molen", is het wel te raden, helemaal als je weet dat koren = graan, en mout = ontkiemd en daarna gedroogd graan.


    Het grootste probleem hier is dus of mensen bekend zijn met het gezegde "koren op de molen"

    No problem Greengoat! Considering how much bigger this game is in Germany, it makes sense that the German side of the forum is bigger ;) (not that I'm from the German side :S). I understood that your comments were minor irritations, don't worry. Similarly, my comments were just me giving a different perspective on the issues that you mentioned :cool:

    • You have a point. The location information is sometimes repeated but not always completely, which means that problems like the one you described can occur. In fact, the same could be said about the NPC info at times, though I'm not sure if that is as prevalent in the English version. A good solution for the problem would be to give the description of a location only once in the linear style, but give the changes that occur over the course of the adventure, when they occur. For instance, Gunelde's room being a mess after she disappears, only occurs later in the story (though access to her room is very difficult beforehand anyways).
    • I think the three ideas you gave are excellent ideas to implement into the story, which begs the question: Why don't you add them to your playthrough? As GM you can freely choose to add and change things (as is described on page 19 under "Everything is different"), and with those three examples I'd say that you'd be good at it too!
    • You are right, but then again, I think they assume that the GM is going to read the whole book first, then start planning/preparing the playthrough, and only then start the actual adventure with the players. If you do it like that, you can detect some problems beforehand (like the bear being one of the strongest enemies in the story) and change things to suit your group better. To explain it with a reference: the book is more what you call guidelines, than actual rules.

    At this point I feel like I'm nit-picking as well :D so don't take my comments too harshly. Personally there's other changes that I would like to see as well, but I don't think I'm really in a position to really change the much about the book :-/. This is especially true considering it's a prologue to an even bigger event that happens in other adventures so they might not worry too much about this adventure (though I have no idea how important these kind of things are to the original creators). And like you said, it's still a good story.

    A few comments if I may:

    • The text is most likely structured this way because it is the most likely order (or the order that the writer thought was most logical) in which event occur. For a similar reason, the NPC's are not all in one place because it is not without logic to explain a character when it appears in the story, rather than having to search through an entire list of NPC's somewhere in the end of the book. When information is once again needed later in the adventure, the book usually gives the correct page number so it should be easy to find (especially if you make notes beforehand)
    • Not sure if it very different in D&D, but in this game, the social interactions and the discovering of information lie in the hands of the players. This is also why the text is written the way it is. The players are supposed to ask for things and the GM has to answer the irrelevant questions based on the lore/info in the book, and the relevant information is clearly indicated by the book (and it also gives a few possible facts and rumors). I understand that it can be difficult for the players to get used to the idea that they have to ask for the right things in order get relevant information, but it can be implemented in different ways as well. If ever an occasion arises that requires certain prior knowledge which the players have not discovered yet, you as a GM can usually implement it in some other way that makes them discover it on the spot (one of the nearby villagers says something). Or you can let the players do the wrong thing so that they are corrected by the NPC's later or they have to live with the consequences of their actions. The most important intel can usually be found at the end of each chapter, which you can make a checklist of yourself. The intel in the conclusion can usually be provided through natural events that happen in the story. Take the intel from the first chapter, the first two points are things that players can conclude themselves after the bear and the description of Oldenbridge, and the rest of the points can be made clear by inquisitive villagers who ask about the heroes and in return talk about their village as well (people in real life often like to brag/talk about their hometown as well, so why wouldn't the villagers?)
    • The bear is indeed a difficult fight, but if the heroes finally beat it/scare it off, it will make sense that the villagers are praising the players so much. Think about it, would it have made sense that the entire village would be in awe of a group of adventurers that took down a few wolves? Probably not. This is why the beating of the bear truly gives the heroes a reputation. If you want to disregard that, then you, as GM, should be able to find a suitable replacement as an enemy (even for a group that doesn't have a heavily armed fighter).
    • Finally, the transitional issue is indeed not something the book can do anything about, but it is something the GM needs to look out for.

    In the end, what's truly important is that you can have a good time with your players. If that requires you to deviate from the story written in the book, then so be it. You as GM decide which is the best course of action, to try and stick to the book, or to use it as a guideline for the basis of the story you wish to play. To each their own style of playing!