Rating: Summary: Best City Adventure I've Seen Review: This adventure kept my party busy, hurting, and confused for weeks! There are so many things going on at the same time that the adventurers just kept running all the time... I heartily recommend this module for DMs and parties who want a change from dungeon crawls and wilderness treks. Most of my players have hated "town" for years, but Speaker in Dreams has shown them how fun it can be. And it's helped to show me an interesting and fun way to run an adventure in "town".
Rating: Summary: DONT BUY THIS Review: This book is okay! But if you really want fun make your own game!!!!!! DOnt waist money on crud like this...buy the core rule books and start your own world.
Rating: Summary: Well-designed. Review: This is a definite change of pace from Sunless Citadel and Forge of Fury, but in my opinion it's a good and refreshing change. For the Adventure Path, it's the right time to introduce players to a city-based adventure. The author does his work well in using a story-based design. There's a lot that can be fleshed out and customized in the town to match any specific campaign, making it an easy fit as with the previous two modules. All in all, a great follow-up. This series is three for three as far as I'm concerned and I'll definitely be ordering the next to see if the streak continues.
Rating: Summary: Not up to par with the others Review: This is really not very good because it doesn't save you any work. That is the whole purpose of modules... DMs trade in cash for planning time. In fact, I had to do TONS of planning to make up for the holes in this plot... not to mention that the villain makes very little sense. I have never understood the desire of someone to conquer a boring, undesireable little town. What the module really boils down to is a cleverly disguised linear (thats right... linear) adventure, that clever players can suffer from. If players figure out what is going on too quickly, they can be in over their heads just as quickly. I have never had to do so much player protecting in my 10 years of DMing, not even in the Tomb of Horrors. Bottom line: you can come up with something better than this and that you UNDERSTAND, otherwise, you don't need to run games.
Rating: Summary: Work it on before you play Review: This module has a city in trouble from a manipulator. The problem for the DM is that if s/he just inserts this on the campaign, the players could feel like they got into the theater halfway into the movie.In my case, I had already bought "The Sunless Citadel" and "The Forge of Fury" before starting the campaign. Comparing the towns depicted on the modules, I decided beforehand to use Brindinford (from Speaker in Dreams) as the characters' HQ. This allows me to build up the events in Speaker, so the players can feel that they are not being dropped in mid season. Besides that, I think this module is a very good one to use as a break from too many Dungeons.
Rating: Summary: A really neat idea Review: Unlike the first two D&D modules, "The Speaker in Dreams" is an event-based module, using a flow chart to guide the DM. The concept is excellent, but the module seems to be missing some essential ingredients to make it complete. I felt I would have to put in additional time to customize the module, more than merely adjusting it to my campaign world. All of this was resolved, though, once I discovered that Wizards of the Coast was offering web support: a free download that "enhances" the module. Unfortunately, most of the information in this download is necessary to run the module, unless you're one of those great off-the-cuff DMs (and I envy you). With the addition of the download, "The Speaker in Dreams" becomes a well-executed module that I would love to run for my players.
Rating: Summary: Good for ideas, bad to run Review: Very little information provided on NPC's and monsters. You have to look up EVERYTHING! Which makes game time real slow. Also, Gather information checks are HIGH, bring your bards! Rather tough battles, HIGHLY confusing for characters to run through. Mine kept looking for a missing town guard, which was a complete waste of gametime. My main gripe was the complate lack of information on monsters/NPC's, and no place provided in the book to write in what you need when you game.
Rating: Summary: Potential to be great...or awful Review: When I bought this adventure I was excited to get out of the dungeons and into some more complex schemes and role-playing intead of hack n' slash. After reading it through, I was a bit disapointed.. Not enough city stuff. So I had some fun with it. I took a great many liberties with the plot, encounters, NPCs.. etc.. What was shaping up to be a pretty lame adventure tunrned into three very fine sessions indeed. I am a bit low in the creativity depertment, but once I have a basic framework, I can have a lot of fun as long as I get a good foundation. If you are like that, go ahead and buy this to get a template to work from, but don't run it word for word. Have some fun and throw a few curveballs.
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