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Hoard of the Dragon Queen - a solid D effort.
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 6376777" data-attributes="member: 5868"><p>I'm looking at my hard copy. It does *not* contain that language, or similar language, anywhere that I can find. The terms Adventurer's League and D&D Encounters aren't even included in the product identity copyright disclaimer that covers all the names of relevant D&D books and products.</p><p></p><p>It does contain very fine print that says "Disclaimer: The following adventure contains chromatic dragons.Wizards of the Coast cannot be held liable for characters who are incinerated, dissolved, frozen, poisoned, or electrocuted," though.</p><p></p><p>One linear adventures -- they aren't all bad; as pointed out they're necessary for organized play, and a linear adventure that at least allows that the PCs might take other paths is good design. After all, regardless of what the PCs do from their perspective the adventure is linear. The adventure must at least provide the illusion of meaningful choice to the players. As pointed out, though, HotDQ has some elements where the choices and outcomes are forced (why are two episodes built around requiring the PCs to hire out as caravan guards? why not other options?) with an NPC plot-immunity being the most egregious.</p><p></p><p>As a result in my view it isn't a great adventure, but that doesn't mean it can't be fun -- hence my C grade. Heck, a quite popular and famous adventure -- DL1, <em>Dragons of Despair</em> -- has a great site-based adventure within it but suffers from the same problem as HotDQ to an even greater degree with forced player choice, directed outcomes, and both NPC and PC plot-immunity. DL1 gets a D- from me, but lots of people love it.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 6376777, member: 5868"] I'm looking at my hard copy. It does *not* contain that language, or similar language, anywhere that I can find. The terms Adventurer's League and D&D Encounters aren't even included in the product identity copyright disclaimer that covers all the names of relevant D&D books and products. It does contain very fine print that says "Disclaimer: The following adventure contains chromatic dragons.Wizards of the Coast cannot be held liable for characters who are incinerated, dissolved, frozen, poisoned, or electrocuted," though. One linear adventures -- they aren't all bad; as pointed out they're necessary for organized play, and a linear adventure that at least allows that the PCs might take other paths is good design. After all, regardless of what the PCs do from their perspective the adventure is linear. The adventure must at least provide the illusion of meaningful choice to the players. As pointed out, though, HotDQ has some elements where the choices and outcomes are forced (why are two episodes built around requiring the PCs to hire out as caravan guards? why not other options?) with an NPC plot-immunity being the most egregious. As a result in my view it isn't a great adventure, but that doesn't mean it can't be fun -- hence my C grade. Heck, a quite popular and famous adventure -- DL1, [I]Dragons of Despair[/I] -- has a great site-based adventure within it but suffers from the same problem as HotDQ to an even greater degree with forced player choice, directed outcomes, and both NPC and PC plot-immunity. DL1 gets a D- from me, but lots of people love it. [/QUOTE]
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