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	<title>Comments on: Project Kobold Love: The Adventure Plan</title>
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	<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/</link>
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		<title>By: User links about "adventure" on iLinkShare</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52446</link>
		<dc:creator>User links about "adventure" on iLinkShare</dc:creator>
		<pubDate>Wed, 25 Feb 2009 20:33:25 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52446</guid>
		<description>[...] by jabawokie 36 days ago6 votesBMW R 1200 GS Adventure&gt;&gt; saved by timeskipsasuke 38 days ago2 votesComment on Project Kobold Love: The Adventure Plan by Brent P. Newhall&gt;&gt; saved by jesllee 38 days ago3 votesTwittered on 8-14-08&gt;&gt; saved by rzklkng 40 days ago4 votesTrip [...]</description>
		<content:encoded><![CDATA[<p>[...] by jabawokie 36 days ago6 votesBMW R 1200 GS Adventure&gt;&gt; saved by timeskipsasuke 38 days ago2 votesComment on Project Kobold Love: The Adventure Plan by Brent P. Newhall&gt;&gt; saved by jesllee 38 days ago3 votesTwittered on 8-14-08&gt;&gt; saved by rzklkng 40 days ago4 votesTrip [...]</p>
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		<title>By: Out in the Garden: Project Kobold Love - Gnome Stew, the Game Mastering Blog</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52445</link>
		<dc:creator>Out in the Garden: Project Kobold Love - Gnome Stew, the Game Mastering Blog</dc:creator>
		<pubDate>Tue, 09 Sep 2008 13:08:52 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52445</guid>
		<description>[...] already gathered a posse of collaborators for PKL, posted the nuts and bolts of the adventure and reflected on what he&#8217;s gotten himself [...]</description>
		<content:encoded><![CDATA[<p>[...] already gathered a posse of collaborators for PKL, posted the nuts and bolts of the adventure and reflected on what he&#8217;s gotten himself [...]</p>
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		<title>By: Kobold Love &#171; Doctor Checkmate&#8217;s Lair</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52444</link>
		<dc:creator>Kobold Love &#171; Doctor Checkmate&#8217;s Lair</dc:creator>
		<pubDate>Sat, 06 Sep 2008 23:51:44 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52444</guid>
		<description>[...] &#8220;Kobold Love?!&#8221; No. You are right to ask. Look here. [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8220;Kobold Love?!&#8221; No. You are right to ask. Look here. [...]</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52443</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 03 Sep 2008 19:04:45 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52443</guid>
		<description>@Shane: That&#039;s what I&#039;m planning to do, based on the comments to that effect.  Thanks!


@Walkerp: Thanks for your support...

For the record, I told you at the restaurant a few days before I wrote this post and you had time to recover...

I saw your reflexive facial expression when I told you the adventure&#039;s punch... it was priceless but it was not, initially, an expression of awe.

I&#039;m also noticing less resistance as people get used to the idea.  I just have to be careful in guiding DMs who read the adventure without following this project to achieve the desired effect (Foreshadowing, Explain it in the adventure&#039;s Background and such)....

Hence I&#039;m going to stick with a dual ending.
:)</description>
		<content:encoded><![CDATA[<p>@Shane: That&#8217;s what I&#8217;m planning to do, based on the comments to that effect.  Thanks!</p>
<p>@Walkerp: Thanks for your support&#8230;</p>
<p>For the record, I told you at the restaurant a few days before I wrote this post and you had time to recover&#8230;</p>
<p>I saw your reflexive facial expression when I told you the adventure&#8217;s punch&#8230; it was priceless but it was not, initially, an expression of awe.</p>
<p>I&#8217;m also noticing less resistance as people get used to the idea.  I just have to be careful in guiding DMs who read the adventure without following this project to achieve the desired effect (Foreshadowing, Explain it in the adventure&#8217;s Background and such)&#8230;.</p>
<p>Hence I&#8217;m going to stick with a dual ending. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: walkerp</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52442</link>
		<dc:creator>walkerp</dc:creator>
		<pubDate>Wed, 03 Sep 2008 18:51:45 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52442</guid>
		<description>Wow, I&#039;m really surprised that so many people aren&#039;t feeling the twist at the end.  I thought it was brilliant on at least two levels. First, it is just darkly funny and will throw the players for a real loop, allowing for some awesome roleplaying.  Second, it subverts the subversion (of the classic dungeon crawl) that the adventure has set up.  Now you are seeing it from the monsters point of view, but they are doing the exact same things the adventurers do to them (just opposite), killing them and taking their stuff.  But at the very end, what was fun guiltless killing suddenly comes back to bite them in their heart, hard.    And isn&#039;t killing your father a classic trope of geeky literature?  Personally, I love it.

@Dr. Checkmate, I&#039;m the one who &quot;claimed&quot; Savage Worlds.  But feel free to take it from me, or do your own thing or we could even work together.  I don&#039;t think there is very much work to do, actually, except the skill challenges (more on that later).   I mean really, Chatty is doing all the work here :), we just have to stat it out in SW, which as everyone knows takes barely any time.  That&#039;s assuming we won&#039;t rework the adventure in any major way.

However, there is no systemic equivalent in Savage Worlds to Skill Challenges.  They serve a really neat function in the way Philippe has structured the adventure, allowing the characters to non-combat there way through some interesting confrontations which will have ramifications for later parts of the adventure.  Very cool.  So how do we do something like that in SW?  Just simplify the crap out of it and make it a simple test of skills, with each raise neutralizing an opponent?  Or maybe using the mass combat rules, but make it a giant debate instead of a fight?</description>
		<content:encoded><![CDATA[<p>Wow, I&#8217;m really surprised that so many people aren&#8217;t feeling the twist at the end.  I thought it was brilliant on at least two levels. First, it is just darkly funny and will throw the players for a real loop, allowing for some awesome roleplaying.  Second, it subverts the subversion (of the classic dungeon crawl) that the adventure has set up.  Now you are seeing it from the monsters point of view, but they are doing the exact same things the adventurers do to them (just opposite), killing them and taking their stuff.  But at the very end, what was fun guiltless killing suddenly comes back to bite them in their heart, hard.    And isn&#8217;t killing your father a classic trope of geeky literature?  Personally, I love it.</p>
<p>@Dr. Checkmate, I&#8217;m the one who &#8220;claimed&#8221; Savage Worlds.  But feel free to take it from me, or do your own thing or we could even work together.  I don&#8217;t think there is very much work to do, actually, except the skill challenges (more on that later).   I mean really, Chatty is doing all the work here <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> , we just have to stat it out in SW, which as everyone knows takes barely any time.  That&#8217;s assuming we won&#8217;t rework the adventure in any major way.</p>
<p>However, there is no systemic equivalent in Savage Worlds to Skill Challenges.  They serve a really neat function in the way Philippe has structured the adventure, allowing the characters to non-combat there way through some interesting confrontations which will have ramifications for later parts of the adventure.  Very cool.  So how do we do something like that in SW?  Just simplify the crap out of it and make it a simple test of skills, with each raise neutralizing an opponent?  Or maybe using the mass combat rules, but make it a giant debate instead of a fight?</p>
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		<title>By: Shane</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52441</link>
		<dc:creator>Shane</dc:creator>
		<pubDate>Sun, 31 Aug 2008 12:41:57 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52441</guid>
		<description>Just thinking out loud here, but what if in scene 1 they have the option of continuing the skill challenge during combat?  If you make it a very hard encounter, then let the PC&#039;s keep making diplomacy (or maybe bluff or intimidate) checks after the first faction has already engaged in order to keep the other factions undecided for a round at a time.</description>
		<content:encoded><![CDATA[<p>Just thinking out loud here, but what if in scene 1 they have the option of continuing the skill challenge during combat?  If you make it a very hard encounter, then let the PC&#8217;s keep making diplomacy (or maybe bluff or intimidate) checks after the first faction has already engaged in order to keep the other factions undecided for a round at a time.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52440</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sun, 31 Aug 2008 12:38:33 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52440</guid>
		<description>@Greaywulf: All good stuff!

@Tomcat: I know how you feel.  But I&#039;m convinced that what is a tired cliché in a medium can actually be a surprising trope in another.

The alternate endings will certainly feature some sort of 1/2 Oedipus Complex finish and another more &#039;classic&#039; finish.  The shapeshifting Quest giver &#039;test&#039; calls to me now.</description>
		<content:encoded><![CDATA[<p>@Greaywulf: All good stuff!</p>
<p>@Tomcat: I know how you feel.  But I&#8217;m convinced that what is a tired cliché in a medium can actually be a surprising trope in another.</p>
<p>The alternate endings will certainly feature some sort of 1/2 Oedipus Complex finish and another more &#8216;classic&#8217; finish.  The shapeshifting Quest giver &#8216;test&#8217; calls to me now.</p>
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		<title>By: Tomcat1066</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52439</link>
		<dc:creator>Tomcat1066</dc:creator>
		<pubDate>Sun, 31 Aug 2008 12:34:41 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52439</guid>
		<description>I like the idea of alternate endings myself.  I just can&#039;t get past the &quot;I am your father!&quot; bit, you know?  Just a little to Empire Strikes Back to me ;)</description>
		<content:encoded><![CDATA[<p>I like the idea of alternate endings myself.  I just can&#8217;t get past the &#8220;I am your father!&#8221; bit, you know?  Just a little to Empire Strikes Back to me <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: greywulf</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52438</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Sun, 31 Aug 2008 12:26:08 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52438</guid>
		<description>Yep, that would work. Or how about ALL Kobolds are halfbreeds - half human, half dragonborn outcasts; the Old Crone is an aged and misshapen Dragonborn who still pines for her human lover.

Or something.

And they said half-orcs were morally wrong. Ha! What little they knew. There so much potential in a good outcast backstory.

greywulfs last blog post..&lt;a href=&quot;http://blog.microlite20.net/2008/08/31/then-they-came/&quot; rel=&quot;nofollow&quot;&gt;Then They Came&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Yep, that would work. Or how about ALL Kobolds are halfbreeds &#8211; half human, half dragonborn outcasts; the Old Crone is an aged and misshapen Dragonborn who still pines for her human lover.</p>
<p>Or something.</p>
<p>And they said half-orcs were morally wrong. Ha! What little they knew. There so much potential in a good outcast backstory.</p>
<p>greywulfs last blog post..<a href="http://blog.microlite20.net/2008/08/31/then-they-came/" rel="nofollow">Then They Came</a></p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52437</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sun, 31 Aug 2008 10:32:45 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52437</guid>
		<description>What if:
1) Players Know they are 1/2 Kobolds from the start
2) The adventure informs the DM that the Crone never, ever speaks of their origins (and hides a look of pain) when the subject comes up...</description>
		<content:encoded><![CDATA[<p>What if:<br />
1) Players Know they are 1/2 Kobolds from the start<br />
2) The adventure informs the DM that the Crone never, ever speaks of their origins (and hides a look of pain) when the subject comes up&#8230;</p>
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		<title>By: greywulf</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52436</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Sun, 31 Aug 2008 10:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52436</guid>
		<description>It occurred to me that maybe the problem with Scene 5 is that there&#039;s no foreshadowing. It&#039;s too sharp a twist, too quickly (a right-angle, perhaps?).

If you have the Old Crone sighing over a portrait in the back of her lair as the PCs enter - which she hastily covers up - this might help.

Just a thought. I have them sometimes.

greywulfs last blog post..&lt;a href=&quot;http://blog.microlite20.net/2008/08/31/the-joust/&quot; rel=&quot;nofollow&quot;&gt;The Joust&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>It occurred to me that maybe the problem with Scene 5 is that there&#8217;s no foreshadowing. It&#8217;s too sharp a twist, too quickly (a right-angle, perhaps?).</p>
<p>If you have the Old Crone sighing over a portrait in the back of her lair as the PCs enter &#8211; which she hastily covers up &#8211; this might help.</p>
<p>Just a thought. I have them sometimes.</p>
<p>greywulfs last blog post..<a href="http://blog.microlite20.net/2008/08/31/the-joust/" rel="nofollow">The Joust</a></p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52435</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sun, 31 Aug 2008 03:49:22 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52435</guid>
		<description>That would be a perfect Hack for integrating KL into an ongoing Campaign... a Bit like Gary&#039;s Dungeonland adventure.</description>
		<content:encoded><![CDATA[<p>That would be a perfect Hack for integrating KL into an ongoing Campaign&#8230; a Bit like Gary&#8217;s Dungeonland adventure.</p>
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		<title>By: Gorthmog</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52434</link>
		<dc:creator>Gorthmog</dc:creator>
		<pubDate>Sun, 31 Aug 2008 03:46:59 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52434</guid>
		<description>Excellent idea! Now I&#039;m trying to figure out how to run this in a current campaign...

What if your regular PCs received a quest from the Quest Giver to rid the local dungeon of the *terrible* monsters? Perhaps the Quest Giver has this cool magic amulet - he says he killed a dragon in the same dungeon, and promises that even better treasure awaits our fearless heroes.

When the PCs reach the dungeon, they are greeted by the kobold crone. She casts a curse on them, transforming them all into kobolds (I would say keep them small sized and let them shift - your players will be sooooo happy to turn the tables). She then tells them that the Quest Giver is an evil jerk who killed her dear hubby and stole his magic amulet. *If* the PCs kill/capture the Quest Giver and retrieve the amulet, then she will lift the curse.

To spice it up, you could mix up the classes - the fighter gets transformed into the kobold wyrmpriest, etc. They could even keep all of their equipment, and then be forced to trade each other for the correct weapons.

You would also want the Quest Giver to really be a jerk, so that the paladin-type players don&#039;t feel any remorse.

Thoughts?</description>
		<content:encoded><![CDATA[<p>Excellent idea! Now I&#8217;m trying to figure out how to run this in a current campaign&#8230;</p>
<p>What if your regular PCs received a quest from the Quest Giver to rid the local dungeon of the *terrible* monsters? Perhaps the Quest Giver has this cool magic amulet &#8211; he says he killed a dragon in the same dungeon, and promises that even better treasure awaits our fearless heroes.</p>
<p>When the PCs reach the dungeon, they are greeted by the kobold crone. She casts a curse on them, transforming them all into kobolds (I would say keep them small sized and let them shift &#8211; your players will be sooooo happy to turn the tables). She then tells them that the Quest Giver is an evil jerk who killed her dear hubby and stole his magic amulet. *If* the PCs kill/capture the Quest Giver and retrieve the amulet, then she will lift the curse.</p>
<p>To spice it up, you could mix up the classes &#8211; the fighter gets transformed into the kobold wyrmpriest, etc. They could even keep all of their equipment, and then be forced to trade each other for the correct weapons.</p>
<p>You would also want the Quest Giver to really be a jerk, so that the paladin-type players don&#8217;t feel any remorse.</p>
<p>Thoughts?</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52433</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sun, 31 Aug 2008 03:27:13 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52433</guid>
		<description>We went for the 4e philosophy and we chose +2 Dex, +2 Con.

Plus some cool abilities...

I&#039;ll post them as an Interlude early next week.</description>
		<content:encoded><![CDATA[<p>We went for the 4e philosophy and we chose +2 Dex, +2 Con.</p>
<p>Plus some cool abilities&#8230;</p>
<p>I&#8217;ll post them as an Interlude early next week.</p>
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		<title>By: Darvin Trueshot</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52432</link>
		<dc:creator>Darvin Trueshot</dc:creator>
		<pubDate>Sun, 31 Aug 2008 02:25:52 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52432</guid>
		<description>Another question:  What exactly would be the adjustments for a PC playable Kobold race, or even a 1/2 kobold?  3.5 Kobolds had ridiulessly low strength and bizzare skill bonuses for like, trapmaking.

BTW, i REALLY like the &quot;Chosen Ones&quot; idea from Greywulf.</description>
		<content:encoded><![CDATA[<p>Another question:  What exactly would be the adjustments for a PC playable Kobold race, or even a 1/2 kobold?  3.5 Kobolds had ridiulessly low strength and bizzare skill bonuses for like, trapmaking.</p>
<p>BTW, i REALLY like the &#8220;Chosen Ones&#8221; idea from Greywulf.</p>
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		<title>By: Reverend Mike</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52431</link>
		<dc:creator>Reverend Mike</dc:creator>
		<pubDate>Sat, 30 Aug 2008 18:40:21 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52431</guid>
		<description>They ARE like veal...

Reverend Mikes last blog post..&lt;a href=&quot;http://bookofrev.blogspot.com/2008/08/flash-friday-belgian-and-potato-all.html&quot; rel=&quot;nofollow&quot;&gt;Flash Friday: Belgian and Potato, All Kinds Taste Great-o&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>They ARE like veal&#8230;</p>
<p>Reverend Mikes last blog post..<a href="http://bookofrev.blogspot.com/2008/08/flash-friday-belgian-and-potato-all.html" rel="nofollow">Flash Friday: Belgian and Potato, All Kinds Taste Great-o</a></p>
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		<title>By: Darvin Trueshot</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52430</link>
		<dc:creator>Darvin Trueshot</dc:creator>
		<pubDate>Sat, 30 Aug 2008 12:39:32 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52430</guid>
		<description>Wouldn&#039;t the Wile E Coyote ending be dropping an ACME anvil on each of the PCs?  Or ordering jet-rollerskates?

Also, there has to be some opportunities for baby eating in there. After all, King Torg (ALL HAIL KING TORG!) says that babies are rather tasty.</description>
		<content:encoded><![CDATA[<p>Wouldn&#8217;t the Wile E Coyote ending be dropping an ACME anvil on each of the PCs?  Or ordering jet-rollerskates?</p>
<p>Also, there has to be some opportunities for baby eating in there. After all, King Torg (ALL HAIL KING TORG!) says that babies are rather tasty.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52429</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sat, 30 Aug 2008 12:15:03 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52429</guid>
		<description>@Steven Helt:

The potential for Silly is built in but I don&#039;t think I want to impose it, hence my proposal to spilt ending in two ways.

As for GMing the Pathfinder version at Gen Con... Dude that would be so cool.  Let&#039;s see how this goes.</description>
		<content:encoded><![CDATA[<p>@Steven Helt:</p>
<p>The potential for Silly is built in but I don&#8217;t think I want to impose it, hence my proposal to spilt ending in two ways.</p>
<p>As for GMing the Pathfinder version at Gen Con&#8230; Dude that would be so cool.  Let&#8217;s see how this goes.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52428</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sat, 30 Aug 2008 11:58:24 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52428</guid>
		<description>Great feedback all.

Here&#039;s my Summary of things so far.

Overall the adventure piques interest with some scenes appreciated (3 and 4) and one ill received (5).

Note that people hacking this adventure are free to veer off the script and do whatever they feel like.

What I plan to do is:

Scene 1: Explore not doing a reverse incremental combat encounter.I agree with Plotter and I&#039;ll will take his opinion under serious advisement. Possibly use his suggestion as is or I set up a &#039;Very Hard&#039; combat and then embed the skill challenge in the combat and cause a faction to hesitate during combat while PCs fight off (and try to reason with) the remainder.

Scene 3: The Embedded dungeon option will be outlined in a Sidebar (i.e. I&#039;m not going to do it in the scope of this adventure).

Scene 5: Since it was so ill received by some but not by others I&#039;m going to provide alternate endings.  I&#039;ll put my original one as the &#039;Evil DM ending&#039; and I&#039;ll provide another one.  The best proposed alternatives will feature in another Sidebar.

I thought about un-grossing my ending by saying that the half-Kobold were magically created by the Quest giver (A wizard) as an experiment in the &quot;&#039;perfect mix of Kobold Cunning and Human Guile&quot;.  He then sent the Infant hybrids in the dungeon to see how they fared (and were &#039;saved by the Crone&#039; ).  Since then he heard rumours of their exploits so he sent adventurers to find them and give them a scroll.

The Second Scroll would basically be the same trope (I&#039;m your creator) and I could up the Sith Lord Recruitment Speech (You have proven yourself above my wildest expectations, Come rule the world with me!)

So Quest Giver would be an Evil Overlord trying to recover his lost Death Ray...

Is that an easier to DM ending?

This brings an interesting question: What would that make the Crone if she knows about all this?</description>
		<content:encoded><![CDATA[<p>Great feedback all.</p>
<p>Here&#8217;s my Summary of things so far.</p>
<p>Overall the adventure piques interest with some scenes appreciated (3 and 4) and one ill received (5).</p>
<p>Note that people hacking this adventure are free to veer off the script and do whatever they feel like.</p>
<p>What I plan to do is:</p>
<p>Scene 1: Explore not doing a reverse incremental combat encounter.I agree with Plotter and I&#8217;ll will take his opinion under serious advisement. Possibly use his suggestion as is or I set up a &#8216;Very Hard&#8217; combat and then embed the skill challenge in the combat and cause a faction to hesitate during combat while PCs fight off (and try to reason with) the remainder.</p>
<p>Scene 3: The Embedded dungeon option will be outlined in a Sidebar (i.e. I&#8217;m not going to do it in the scope of this adventure).</p>
<p>Scene 5: Since it was so ill received by some but not by others I&#8217;m going to provide alternate endings.  I&#8217;ll put my original one as the &#8216;Evil DM ending&#8217; and I&#8217;ll provide another one.  The best proposed alternatives will feature in another Sidebar.</p>
<p>I thought about un-grossing my ending by saying that the half-Kobold were magically created by the Quest giver (A wizard) as an experiment in the &#8220;&#8216;perfect mix of Kobold Cunning and Human Guile&#8221;.  He then sent the Infant hybrids in the dungeon to see how they fared (and were &#8216;saved by the Crone&#8217; ).  Since then he heard rumours of their exploits so he sent adventurers to find them and give them a scroll.</p>
<p>The Second Scroll would basically be the same trope (I&#8217;m your creator) and I could up the Sith Lord Recruitment Speech (You have proven yourself above my wildest expectations, Come rule the world with me!)</p>
<p>So Quest Giver would be an Evil Overlord trying to recover his lost Death Ray&#8230;</p>
<p>Is that an easier to DM ending?</p>
<p>This brings an interesting question: What would that make the Crone if she knows about all this?</p>
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		<title>By: Tenach</title>
		<link>http://critical-hits.com/2008/08/28/project-kobold-love-the-adventure-plan/#comment-52427</link>
		<dc:creator>Tenach</dc:creator>
		<pubDate>Sat, 30 Aug 2008 07:13:14 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1100#comment-52427</guid>
		<description>It is quite fun to throw in things like that which people are not used to playing with, but at the same time, you definitely have to be (as a DM) ready for it.  As much as it would have been neat to have a kobold along for the adventure, I understand why the DM did not want/allow a player to bring in an unwanted/useless NPC.

Tenachs last blog post..&lt;a href=&quot;http://thescoundrels.net/2008/08/26/3-sure-fire-ways-to-get-back-into-blogging/&quot; rel=&quot;nofollow&quot;&gt;3 Sure-fire Ways To Get Back Into Blogging&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>It is quite fun to throw in things like that which people are not used to playing with, but at the same time, you definitely have to be (as a DM) ready for it.  As much as it would have been neat to have a kobold along for the adventure, I understand why the DM did not want/allow a player to bring in an unwanted/useless NPC.</p>
<p>Tenachs last blog post..<a href="http://thescoundrels.net/2008/08/26/3-sure-fire-ways-to-get-back-into-blogging/" rel="nofollow">3 Sure-fire Ways To Get Back Into Blogging</a></p>
]]></content:encoded>
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