RPG Module Review: The Great Egg Scramble

Module NameThe Great Egg Scramble

AuthorsDylan Teal

System/Character Level – DND 5E/4 Level 5’s (I ran it with two level 7’s though)

Price – Pay what you want, $2 suggested. ( I had 2$ worth of fun running it, so I bought it afterward.)

I was going to write this post later, and play Minecraft instead, but because I was talked into playing modded Minecraft, my instance is still launching. Seriously, why does this require apparently recompiling my entire game each time I want to launch a mod pack? It’s insane.

So, DND Module Review time! Today I’m gonna talk about a fairly fun adventure I ran last week for two the folks in one of my DND groups, when one person was just dead sick, and one couldn’t make it.

Woo! So, where to start. I actually had a lot of fun running this, and I think folks had fun playing it. It’s a fairly straightforward adventure, with a few encounters, and some custom enemies. It has maps, which is, as always, appreciated. They’re not super beautiful by any means, but they are functional, and the fact that they’re actually included means it won’t be too hard to remake them in whatever software you prefer if you decide they aren’t up to your standards.

While overall I like the module, there were a few places that it did feel a bit weaker/less fleshed out. The first place is the Spring Festival itself. Despite it being a semi-large part of the story, there isn’t much detail in what is actually being sold, whose present, other little bits of flavor. The closest we get is a brief description in the intro, and a few lines about how the party can find most mundane goods they might want, but no magic items, and how they won’t be able to find a horse/cart. And that’s more or less the whole thing.

Second place is the second NPC the players encounter, Lupin. While Lupin is fairly central to the module in terms of driving it forward, the module mostly only contains info about what Lupin knows, and what might happen if the players are able to persuade him to talk. For the Townsmaster Lepus however, we get a full set of information, info about his personality, and also a few other little things that help roleplaying him. I personally would have liked to see Lupin get the same treatment, especially since he’s arguably the main roleplaying set piece of the adventure. (The bandits end up threatening you/fighting you, Townsmaster Lepus is generally pretty helpful. Lupin is really the only one where players really can either sway him to their side, or totally fail to do so. )

Outside of these two places however, I generally felt I had enough to work with in terms of tone and flavor for the adventure.

Here’s what I would do differently if I ran the module again:

  1. Flesh out the festival in advance. Create one or two stalls to visit, selling knick knacks and trinkets. At the same time, make it very clear that the NPC’s in town won’t be willing to part with their carts. (My players got hung up looking for a cart in town when a better way is to try to make a deal with Lupin.)
  2. Decide on Lupin’s personality beforehand, and force the players to lead the negotiations. In my game, I sorta decided that Lupin was a bit pissy with the bandits, and had him take the lead in negotiating with the players. I think for more experienced players, having to really talk him into a deal would be more fun, and reinforce his grumpy sort of personality.

Afterthought:

One small part of the module I’m not thrilled about is the killer rabbit at the end. I think this part fits in best if you run the adventure as a one-shot, and want to just kill some of the party members at the end as a joke. Otherwise, it’s not fantastic, because the party will have done about 4 four encounters by this point. (The Bandits, The Dire Hares, The Return Journey, and the Bad Egg.) Throwing the rabbit at them WILL kill someone especially because the rabbit’s decapitation means that any player it brings down to zero hit points gets their head popped off like a marshmallow.

Until the next time I think of something worth posting, cya, and stay safe folks.

Updated: 4/25/2020 – This article linked to the wrong module/author on the DMG. We confused it with the similarly named module, “The Great Egg Hunt.” The module that was played/reviewed/purchased was in fact, The Great Egg Scramble. The article has been updated to reflect this information.

Single Player “Cheating”

The game I’ve been playing the most recently is the new Animal Crossing: New Horizons. I’ll be writing a bit more about it later, but something interesting came up in it recently, so that’s what this post will be about.

For a bit of context, I would consider Animal Crossing to be a fairly casual game. It has a huge amount of customization and content, and things to do, but it’s much more of a simulation game then anything. The game on the whole is fairly non-punishing. Your town will never get hit by a tornado. You will never get robbed. No one will steal your identity and use it to take out fake credit cards in your name, etc.

So when I say casual, what I mean is more or less the following: The game will not punish you for failing to learn its mechanics, and it also has no real win condition. If you are enjoying playing Animal Crossing, you are winning. You are having fun. It’s more akin to a toy/lego set. You can’t lose at LEGO’s. You can put something together wrong, or different, but you can then just take it apart and start over, and there’s no real punishment for it, except in terms of time investment, and again, as long as you have fun, it’s fine.

So…. can you cheat in Animal Crossing? Well, maybe. It depends on how you interpret “cheating” in a primarily single player game where you can’t lose in a traditional manner.

See, there are two main gates in Animal Crossing to interacting with new content. They are in-game time, and in-game money. Money in Animal Crossing is earned by selling things, and there are more and less efficient ways to get it. Time however, is tied to your game system time. And when I say in-game time, I don’t mean “Oh, wait a week, wait a day”. Some things don’t show up except during certain months. Some things don’t show up except during various seasons. So, if you’re willing to change your the time on your system, you can more or less warp around and massively speed things up, manipulate the prices of in-game items, and perform other such tricks.

For me, that feels like cheating. Right? For me, if you’re willing manipulate the games parameters to that extent, then you might as well just cheat. But when I reached out to some friends, I heard a few different things.

One friend told me they didn’t consider anything cheating in a single player game, and that for multiplayer, it really only counted as cheating if it everyone involved didn’t agree to it. Another said that as long as it was in the unmodified game, it was fine. So, for them, time travel is fine because it doesn’t involve actually hacking the game, just making changes to the settings of the hardware you play it.

Perhaps the most interesting discussion I had was with a friend who actually makes games. For him, whether or not something was cheating was heavily dependent on the intention of the game designers, and the intended role that something was supposed to play as a mechanic. He didn’t consider it to be cheating in Animal Crossing to time travel, as long as you didn’t go back in time, because, well, it doesn’t make sense to go backwards in time narratively, but forwards is fine.

I think the big takeaway for me is that what people consider cheating is a lot more varied then I had expected, even in digital games where you would expect the automatic enforcement of the rules to be automated. But I’m also surprised by how different the reasoning behind those standards were.

Woof! Long post. Less theory, more games for the next one, and stay safe out there folks.