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Here's What's In That $500 Beadle & Grimm Platinum Edition of Waterdeep: Dragon Heist
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<blockquote data-quote="R_J_K75" data-source="post: 7755467" data-attributes="member: 6921294"><p>Pretty true. I find that when I run adventure modules my players 90% of the time stray from the "intended storyline". Ive bought every adventure that WotC has put out for 5E for collection completion sake but Ive run zero of them. I know I'll eventually take bits and pieces from them here and there and drop them into my campaign but as a whole theyre just too long to read, digest and then run for my group. Heck, as the DM I cant get out 4 sentences before one my players makes a wisecrack and the table erupts in laughter for 3 minutes. </p><p></p><p>When they came out '97-'98 I planned on running the FR/Ravenloft cross-over modules which started with Castle Spulzeer. I read the first one, got out the highlighter, dilligently took notes and was all set to run it. Got to the table, 10 mins in nothing I could say could get my players to take the hook so I took the book and trew into the corner of the room and said "Well there goes that adventure"! We played for 6 or 7 hours just from the natural DM/PC back and forth, but they did make it to Ravenloft. Turned out to be a good session which ended with the Ranger Anlon Fudrekkis (who was going insane from impending vampirism) riding off into a burning chasm of sulfur, brimstone and fire on a Nightmare. To this day never know where he ended up.</p><p></p><p>I bought the "Rats of Waterdeep" off DMs Guild. Ran it for a group of players, 2 Ive been playing with for 20-some years, another about 5 and 2 players who have never played before. Its a short and sweet adventure, but has a few flaws. The beauty of it was the brevity and all stats were included. Actually lead to one one side quest with only 2 PCs. For the $5 it was a good starting adventure for a campaign, we had a lot of fun which is the most important thing. There were some famous one-liners which came out off that. I had one PC tipping over the statue at thevtemple of rot telling the infected ward folk, "Youre worshipping Garbage. Im just trying to clean up the streets".</p><p></p><p>My point being I think short, affordable, non linear adventures are the way to go from WotC. Some suggested encounters, stat blocks for NPCs/Monsters, suggested rewards, spells and magical items in about 20 pages would be great at the base price point. Then after that add additional things you can buy ala carte as you like. Im never going to pay for for some Whaterdavian Toal pieces, But Id buy the map. I like that WotC is only releasing a few products a year to prevent edition bloat but I think they need to re-evaluate this "all or nothing" approach; third party companies included. Best survey they could run is how much is the gaming population willing to spend and on what type of product?</p></blockquote><p></p>
[QUOTE="R_J_K75, post: 7755467, member: 6921294"] Pretty true. I find that when I run adventure modules my players 90% of the time stray from the "intended storyline". Ive bought every adventure that WotC has put out for 5E for collection completion sake but Ive run zero of them. I know I'll eventually take bits and pieces from them here and there and drop them into my campaign but as a whole theyre just too long to read, digest and then run for my group. Heck, as the DM I cant get out 4 sentences before one my players makes a wisecrack and the table erupts in laughter for 3 minutes. When they came out '97-'98 I planned on running the FR/Ravenloft cross-over modules which started with Castle Spulzeer. I read the first one, got out the highlighter, dilligently took notes and was all set to run it. Got to the table, 10 mins in nothing I could say could get my players to take the hook so I took the book and trew into the corner of the room and said "Well there goes that adventure"! We played for 6 or 7 hours just from the natural DM/PC back and forth, but they did make it to Ravenloft. Turned out to be a good session which ended with the Ranger Anlon Fudrekkis (who was going insane from impending vampirism) riding off into a burning chasm of sulfur, brimstone and fire on a Nightmare. To this day never know where he ended up. I bought the "Rats of Waterdeep" off DMs Guild. Ran it for a group of players, 2 Ive been playing with for 20-some years, another about 5 and 2 players who have never played before. Its a short and sweet adventure, but has a few flaws. The beauty of it was the brevity and all stats were included. Actually lead to one one side quest with only 2 PCs. For the $5 it was a good starting adventure for a campaign, we had a lot of fun which is the most important thing. There were some famous one-liners which came out off that. I had one PC tipping over the statue at thevtemple of rot telling the infected ward folk, "Youre worshipping Garbage. Im just trying to clean up the streets". My point being I think short, affordable, non linear adventures are the way to go from WotC. Some suggested encounters, stat blocks for NPCs/Monsters, suggested rewards, spells and magical items in about 20 pages would be great at the base price point. Then after that add additional things you can buy ala carte as you like. Im never going to pay for for some Whaterdavian Toal pieces, But Id buy the map. I like that WotC is only releasing a few products a year to prevent edition bloat but I think they need to re-evaluate this "all or nothing" approach; third party companies included. Best survey they could run is how much is the gaming population willing to spend and on what type of product? [/QUOTE]
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Here's What's In That $500 Beadle & Grimm Platinum Edition of Waterdeep: Dragon Heist
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