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Color in Light (WBW-DC-TST-01) $4.00
Average Rating:4.3 / 5
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Color in Light (WBW-DC-TST-01)
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Color in Light (WBW-DC-TST-01)
Publisher: Dungeon Masters Guild
by BRIAN B. [Verified Purchaser]
Date Added: 10/20/2022 12:31:27
What I like about this module:
  • the story is great and the concept of the Fey domain is awesome. the module delivers an emotional punch at the end, well done. missing child, go into the Feywild to understand what is going on, and understand why the domain works in the way that it does. 5 stars.
  • the encounters are fun. a bit of combat here, some skill challenges there, a nice big jabberwock combat to top things off if the players are inclined, and a lot of opportunities for RP. 5 stars.
  • the combat encounters are appropriately balanced with no need to adjust things. 5 stars.
  • not skipping anything, the module runs to time. our group finished in 3h 50 minutes. 5 stars.
What I changed when I ran it:
  • I really LIKED the idea of Wooby the duckling. instead of running that performance as written, I took a page from Skabatha Nightshade's acting encounter and had the PCs run improv lines one after another to form a cohesive story around the concept of BITTERSWEET. Wooby gives the last line. It's easier to run improve than to have a big handout for players to read through and it was IMO more enjoyable.
  • explaining a bit of the metaphysics for why the village turned gray at the start (e.g. the village is near the Kryptgarden forest and thus is near the presence of Fey, hence the manifestation of grief in this way which is Fey-like rather than a normal quality of the Material Plane).
What could be improved (but none of this takes away from the 5 star rating)
  • spelling and formatting.
  • the way that information is presented in the writing. i would prefer that information is presented such that the DM understands the entire context sequentially rather than knowing at the end of the module why color is absent from the domain in the call to action. this makes for less flipping around pages and easier for DMs who run this cold at a con with the module beside them.
  • naming convention continuity (the fortress is called a castle in some places and a fortress in others - and synonyms don't work well in a game manuscript as precise language is important)
  • per Dungeoncraft guidelines, we are not allowed to publish two to four-hour adventures, the module needs to spell that out in plain text and be clear about whether it is 2 or 4 hours as per rewards. it can be a sidebar instead in the adventure primer that it can be run in 2 to 4 hours, with some guidance on how to adjust for module run time.


Rating:
[5 of 5 Stars!]
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Color in Light (WBW-DC-TST-01)
Publisher: Dungeon Masters Guild
by Marcello V. [Verified Purchaser]
Date Added: 09/09/2022 12:41:36

It's been awhile since I read this adventure. I re-read it to familiarize myself with it. to potentially present at a local convention. I made some observations that I thought I would share with you all:

-- I appreciate that the content warning was there. The background vibe of this adventure is mature and somber. The story of the archfey is a hopeful, honorable and tragic one. The adventure follows suit: somber and then it gradually rises to a place of hope and reconcilliation. -- The DC 17 Charisma (Insight) check seems a bit high coming right out the gate. I like that there is a check opportunity for PCs to discover that this 'graying' effect is spreading. This causes a bit of confusion as to the "why" though? As I understand this, the color is taken when the children pass and their memories are a taken from the archfey minions to the domain. This could go in different directions that the adventure flow doesn't prescribe. If the 'graying' is spreading, then are more children passing on? -- The background of the adventure mentions concerns of the Emerald Enclave, but other than that, makes no mention of them beyond the adventure. This could be a great adventure hook for PCs that are members of the Emerald Enclave. -- One of the adventure hooks is the Call to Action; not sure if this was intended or not, but presenting it to players as a hook and then presenting the Call to Action might have the player wondering "Why did I need an adventure hook then?" -- There are some vibrant NPCs in the adventure. This gives DMs the opportunity to present a different cast of fey creatures to their players! -- I believe what is in the Wrap Up of the adventure is moving. The interaction with Susana at the end should capture the tone of the adventure you present. The designer does provide a good supported description of Susana to capture ending dialogues in any way you wish.

My rating is based off of this being a first product I have read from this designer and common "first effort" editting and styling observations. I do hope to see more adventures from this designer throughout the Dungeoncraft Program!



Rating:
[3 of 5 Stars!]
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