Re-read through all the articles with more time. The deltas are very well described. More information on the functions of the different groups (especially the refugees and the pirates) would be better still. What are their goals? How are they achieving these goals? If the number of the pirates varies between 10-100, where do the rest go - is there essentially a pirate or two in every local village? How does this influence the relationship between the pirates and the villages? Assuming the pirates rob something of value not useful for themselves, where do they sell their spoils, and for who? If all of this happens in the easternmost settlement, is it essentially a pirate hold? What does the lord of Lorkin think about this?
Peter the skald wrote:
Sorry Peter, if you feel I spoiled your enjoyment, but really, almost all fanon adventures for Hârn have been dungeons, so that you can pretty much expect that basic structure. I gave out nothing. Had I said "a typical Hârn fanon adventure", I would have said as much, but given less feedback for the heroes who still want and try to make the setting alive
. Which is, I think, the only meaning of this subforum.
Ilkka Leskelä wrote:
The adventure itself is thin, with thin characters.
Oh, Illka. Any
adventure written by anyone else is thin.
Nope, I have read much more fully round adventures, with interesting in-depth character descriptions that lead into character immersion and playing. They're rare, though, and most of them come as "freeforms" or "larps", with emphasis on characters, not locations.
What gives an adventure depth is the relationships established in the campaign.
I fully agree.
If I were to recount any adventure I ever ran, you would say it was comically thin. Gossamer, even.
Putting words into my mouth before I get to say anything about your adventures? Try me.
Only if I prefaced it with the hours of exposition necessary to put the adventure in the context of the campaign it was in would it seem to have any heft. And even then it would have only a fraction of the impact that it had in actual game play.
Sounds good. With some economy, that should fit the typical 48-64 pages.
But I imagine that most GMs will take the necessary steps to fully integrate the adventure into their campaign and give the adventure the depth it needs.
In my experience, it's easier to write adventures myself than to try to integrate these repetitive go-there-do-this dungeons into any campaign. Most Hârn (or generic fantasy) locations tend to be so unique, special and dangerous, that you need to have those vast wildernesses to separate them from places where ordinary people are supposed to live. Thus: travel to find the dungeon adventure. Juicy local characters with imminent local problems leading to drama would be actually easier to include into campaigns than new and far-flung locations.
I understand this is more about playing styles and tradition than an objective appraisal of "good roleplaying adventures". But I felt somebody should write something about
the adventure, not just one-liners or simple questions. I came up with some critics because I felt that way. I'm not surprised that someone nags on this, it happens always here. I'd be interested to hear what "good", "beautiful" and "fantastic" mean
, and how
people are thinking of using this adventure & setting for their benefit.