If Looks Could Kill: Part 3

Venturing into the Orschtlam at the behest of Johanna Stiegler, the party sets off to hunt down the fabled beast. Are the rumors true? Is the cursed swamp inhabited by a supernatural creature or are other tales being told?

5 thoughts on “If Looks Could Kill: Part 3

  • Episode not available? At least not for me neither here nor on iTunes.

    Oh and keep up the good work! Great podcast ๐Ÿ™‚

  • A decent enough adventure, but I think it could only shine in the 2nd episode, with interesting npc interaction and investigation at the camp. I thought it was telling that Leila asked sth. along the lines of “why are we here again, what are we doing?” at start of the 1st and 3rd episodes. I see that railroading is a must in a podcast, but never has a scenario of yours been so weak in motivation and character tie-in. Also, I felt the players would have liked to play out more of the final interactions with the noblewoman and the dwarf, instead of having read to them what happens. That said, the group has potential, esp the witch hunter brings interesting vibes.
    Keep rocking!
    Emsstrand

    • Ems,

      I really do agree with you here. We strive with our RDP adventures to play the written adventures “as written” to the best of our ability. Occasionally we will stray from that philosophy if things get weird or rough. With 4th edition we are experimenting with a bit higher level storytelling, trying to move the story forward without having the PCs get bogged down in areas that are unnecessary or meaningless to the adventure we are playing. As you said, this is somewhat necessary given that our live play sessions have a podcast first mentality.

      If Looks Could Kill was a very linear adventure, which i appreciated for getting the new players on board and oriented with how to play. My biggest criticisms of this adventure lay with the end, I get that the adventure wanted to leave a host of story hooks with how to handle the dwarf, how to get back to Ubersreik, etc. However they adventure did provide outcomes for all those elements, and we were forced to choose if we wanted those to be fully fleshed out adventures or aftermath components, not unlike a post credits scene from the movies. We chose the later in this case as that is a technique we haven’t used before. I think it has mixed success but i’d try it again.

      Our group is starting to hit its groove in our next adventure, Making the Rounds, im very curious what your thoughts are with the pacing and style of that adventure, its quite a bit different from If Looks Could Kill. My hope is that you’ll find less mucking about and fewer threads that lead nowhere, resulting in a story and play session that stays on track, is fun to listen to and remains concise for the podcast format.

  • Hello Gitz, I’m looking forward to “Making the rounds”, I’ve read parts of it and really wanna see how you make Ubersreik come alive.
    Apart from that, I appreciate the discussion, as always ๐Ÿ™‚ I see what you mean about the narrative endings or “coda” for an adventure. I am experimenting with that in my Cthulhu One-shot-adventures. My take is that it has to be short and sweet, with not too many questions to the players that lead into further discussions… maybe in this case, it would have been easier to just say the dwarf has vanished (and then have him turn up unexpectedly halfway through “Making the rounds”. So, I havent had the chance to listen into it, but I’m curious as to how the character tie-in and motivation worked out this time. “Mtr” has a fun idea there… ๐Ÿ˜‰
    Emsstrand

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