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The Rise of Tiamat: Kobold Press & WotC Unleash the Dracopocalypse for D&D 5E in this Pre-Release Re
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<blockquote data-quote="BackInAction" data-source="post: 7654426" data-attributes="member: 6782962"><p>SPOILER ALERT (primarily for players)</p><p></p><p>Besides the type-os, missing map indicators and oddly balanced encounters. The biggest problem with the overall adventure is that it relies heavily on roleplaying knowledge for BOTH the DM and players. Too many of the encounters would be TPK if played as pure combat encounter by the players and/or DM. </p><p></p><p>IMO, a beginning adventure should be initially light on roleplaying. And when roleplaying is required, it should be obvious for both the players and DM. As the adventure evolves and the DM/Players mature, more roleplaying can be expected. But even then the DM notes </p><p>should be clearly written to handle most scenarios. </p><p></p><p>The later stages of HotDQ require quite a bit of politics, persuasion and general roleplaying. Like the real world, those concepts are a bit vauge and not clearly defined. I expect stuff like that from a lvl 10+ adventures, but lvl 1-9 (unless both the GM and players are experienced) need a bit more hand-holding and single path type stories.</p></blockquote><p></p>
[QUOTE="BackInAction, post: 7654426, member: 6782962"] SPOILER ALERT (primarily for players) Besides the type-os, missing map indicators and oddly balanced encounters. The biggest problem with the overall adventure is that it relies heavily on roleplaying knowledge for BOTH the DM and players. Too many of the encounters would be TPK if played as pure combat encounter by the players and/or DM. IMO, a beginning adventure should be initially light on roleplaying. And when roleplaying is required, it should be obvious for both the players and DM. As the adventure evolves and the DM/Players mature, more roleplaying can be expected. But even then the DM notes should be clearly written to handle most scenarios. The later stages of HotDQ require quite a bit of politics, persuasion and general roleplaying. Like the real world, those concepts are a bit vauge and not clearly defined. I expect stuff like that from a lvl 10+ adventures, but lvl 1-9 (unless both the GM and players are experienced) need a bit more hand-holding and single path type stories. [/QUOTE]
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The Rise of Tiamat: Kobold Press & WotC Unleash the Dracopocalypse for D&D 5E in this Pre-Release Re
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