[Rq-rules] Review of Snake Pipe Hollow
DevinC at aol.com
DevinC at aol.com
Mon Apr 30 11:35:42 PDT 2007
In a message dated 4/30/2007 3:34:00 A.M. Pacific Daylight Time,
phl0nje at leeds.ac.uk writes:
I think it's on topic. To be honest, I never hold Snake Pipe Hollow in great
esteem - perhaps when it was first produced it was a good product, but times
moved on and the reprintings of Snake Pipe didn't. It still remained a huge
dungeon bash which, whilst relatively fun, didn't blow my mind. Still, I can
imagine a really fantastic campaign set in and around Snake Pipe, perhaps
expanding upon the scant location descriptions that each edition just
tantalised us with.
IMO,
Nikk
.
.
.
My PCs had a great time with SPH. First, I think there often tends to be an
overreaction against "dungeon crawls". Constant dungeon crawls are very
boring. Occasional ones should be a welcome respite from high intrigues, constant
diplomacy, et al.
Second, there is plenty of opportunity to role play in SPH if the PCs and
the DM are into it. Especially in the area with the spirits. The backstory of
Baroshi is pretty cool IMO.
Third, there is plenty of ways to expand nicely on that backstory. For
example, in my campaign the PCs started to revive the cult of Baroshi (I even
wrote up the cult and its rune spells etc).
Devin
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