Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
The 'reveal' in Deadlands meta-plotastic 'Heart O' Darkness'
The guy whose having you rescue Stone from prison is in fact, Stone from the future!
__________________
1 "Best edit on a post ever" point - Fashion Disaster Zombies
Currently Running: Dark Heresy
Currently Playing: DnD4e I has a flavor blog
If you were a vampire in charge of an army would you really want more arrows floating about? An arrow's just a stake that's multiclassed into bird! - KreenWarrior on why WHFB Vampires don't use bows
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
Blood Treachery: The Order of Hermes wages war on the Tremere by....breaking into their strongholds at night and having kung-fu fights. I can come up with a starting character who'd be better at vampire killing than those clowns. Oh, and they ally with the Tzimisce, because it's not like they're able to motivate or manipulate any fellow mages into fighting undead abominations.
Time of Tumult: An adventure for Solar Exalted that centers around a dungeon. With a no-save instant death trap, because that's just so Exalted, right? When I ran it, I realised the role of wandering monsters--if you don't have them, there's no reason for the rogue character not to check every 10ft square of floor for traps, a strategy the book encourages with a host of illogical "screw you" traps. And a bad guy who can be shut down within 10 seconds of meeting him by saying "I use Motive-Discerning Technique on this really suspicious character."
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
Disease of an Evil Conscience for Exalted was full of dumb things that made me want to beat someone. A seven dots of essence god that is 'rich in wyld magics' that forces the PCs follow the plot was the worst, but the whole thing was SO bad that beatings must be administered to those involved.
__________________
Wanking is fine and lovely but should largely be done in private. Personally I don't like getting spooged on unexpectedly. Topher
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
The utter predictability with which your employer tried to screw you over in a lot of the published Shadowrun adventures made me want the writers to be given a good telling-off, at the very least. It's like, guys, that's not even a twist after the second or third time, it's just Standard Operating Procedure.
I should be able to think of a lot of D&D adventures that fit in the category, but I seem to have erased the details from my mind. That's probably a good thing.
__________________
Where people do awful things to them ALL THE TIME for NO REASON and DIGNITY DOES NOT EXIST.
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
Any adventure that begins with, "Okay, your characters are in prison . . . "
__________________ On weird fantasy: "The Otus/Elmore rule: When adding something new to the campaign, try and imagine how Erol Otus would depict it. If you can, that's far enough...it's a good idea. If you can picture a Larry Elmore version...it's far too mundane and boring, excise immediately." - Kellri, K&K Alehouse
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
I find that pre-written adventure often provide very few guidelines as to how the characters get from scene to scene, especially if the characters are too passive. The Scion and Feng Shui included adventures were both guilty of this.
I caught it in Scion and didn't run the adventure. I believe (IIRC) that the Feng Shui one assumed the characters would search their enemies and begin actively pursuing their bosses, despite having just defeated them in a restaurant they happened to be eating in, and having no real stake in the situation. I got around it by essentially going, "Hey, bare with me here, the adventures that way.", but it was a bit annoying.
It's a problem that I seem to see in a lot of otherwise good products, at some point scene 5 just happens after scene 4, without a good connection, or with just one way to get there. You just need to read it first and figure it out, but it burned me a few times as an inexperienced GM.