Knowledge (XXG)

Quagmire!

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good job in describing large areas of wild lands, giving inspiration and yet not pedantic detail to DMs with players itching to see a bit of their characters' world and feel it come to life." He called the eponymous city a "superb piece of original design", although he noted that DMs running the scenario "will want to dress up the city a little to add to the scenario as it is a little sparsely populated". Staplehurst concluded the review stating, "The weather, the fatigue of travel, disease, the question of provisions, etc, all play a major part in the characters' concerns, and this increases enjoyment of the game no end. A very good scenario."
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within a few minutes of his first reading. Most of the module concerns the journey to the spiral cities, a trip that may involve travel across deserts, swamps, and the open sea. Designer Merle Rasmussen has provided dozens of encounters to spice up the journey, neatly addressing a fundamental problem of many wilderness adventures: how to keep the party occupied while they travel long distances. Though it sounds gimmicky, the spiral cities setting is also a nice change of pace from the usual underground dungeons and haunted houses." He added: "
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isn't particularly engaging for either players or DM. The flimsy story line that makes it easy to run also makes it ultimately a drag to play. It should be notes, however, that the extensive wilderness section has a lot of useful ideas and imaginative encounters that could easily be used elsewhere.
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suffers from one of the most common failings of roleplaying modules, the anticlimactic ending. After hours or days of working through an adventure, players have the right to expect a big finish to make all their trials and tribulations worthwhile. Though the architecture is interesting, there's not
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player, particularly as a first excursion into a fully fledged wilderness." Staplehurst praised the module, stating that it "promotes a whole 'experience', a total environment and ecosystem, with background colour and depth which more localised scenarios and modules lack. The designers have done a
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is perfect for DMs who balk at the thought of having to absorb pages of background information before they can run an adventure. Since all of the preliminary information is contained in a few paragraphs and the plot itself is very simple, a DM could conceivably have his adventurers on the road
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much going on in the spiral cities, and rescuing the good guys involved little more than beating up the bad guys. The encounters along the way are generally good ones, but they're also totally unrelated to the purpose of the mission." Swan concluded his review by saying: "
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was written by Merle M. Rasmussen, with cover art by Steve Peregrine, and was published by TSR in 1984 as a 32-page booklet with an outer folder. The module featured interior art by
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begin by searching for the city of Quagmire. The characters must travel through a swamp inhabited by monsters to get to the city, which is slowly sinking into the sea. Quagmire is a
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No. 72. He commented that "Just when you thought adventure modules had exhausted every conceivable variation on dungeon design, along comes
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find a message in a bottle that the king of Quagmire had sent in desperate need of help to be released from their lizard men oppressors.
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fad in the 1980s, showing how staff designers moved projects from concept briefs to story boards and drafts up to publication.
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as the subject of a detailed study of TSR's internal operations during the height of the
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with its 13-level cities in the shape of gigantic spiral seashells." Swan continued: "
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makes a good supplement, but as a self-contained adventure, it's not much."
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Staplehust, Graham (October 1985). "Open Box: Dungeon Modules".
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Heroic Worlds: A History and Guide to Role-Playing Games
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Index


Merle M. Rasmussen
X1
X2
X3
X4
X5
X7
X8
X9
X10
X11
X12
X13
XL1
XSOLO
XS2
adventure module
Expert Rules
Dungeons & Dragons
fantasy
role-playing game
player characters
whelk
player characters
Jeffrey Butler
Expert Rules
Rick Swan
The Space Gamer
White Dwarf

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