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Tomb of Annihilation
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<blockquote data-quote="Xaelvaen" data-source="post: 7233192" data-attributes="member: 6681906"><p><strong>5 out of 5 rating for Tomb of Annihilation</strong></p><p></p><p>"A death curse has befallen everyone who's been raised from the dead. Its victims are rotting away, and all efforts to reverse the decay have failed."</p><p></p><p>The first paragraph on the back of the physical version of this book I purchased says more than a wall of words possibly could at this point. Imagine then, when my group who never really gets into the high-fantasy aspects of Dungeons and Dragons (raising the dead, summoning extra-planar beings in the service of Gods, etc), saw the capability of playing our grittier style of Dungeons and Dragons in the core setting. The idea was explosive to everyone, and immediately, before the book even arrived, everyone had character concepts rushing at them. Taking what we love the most (intense realism and real consequences for bad choices) and combining it with a world that, wasn't entirely accustomed to the notion of death being so inescapable, and you have a real, solid excitement.</p><p></p><p><strong>Longevity:</strong> While we haven't completed the adventure yet, I've noticed how much reusable content this adventure book is going to have. Due to the fact one of the players in my group has decided to play a benevolent, elderly man who has the entire cast loving him, they are playing through quite linearly. While exploration is a mandatory part of this adventure, they have a true sense of urgency and want to save the man's dear soul, even though he likely doesn't have much time left anyway, regardless of the death curse affecting all of the world. While I'd love them to see more of the content in one go, this immediately tells me the adventure has a ton of reusable material, with little to no effort.</p><p></p><p>With most of the campaigns released so far, the material wasn't quite as optional, and left little to be replayed and still maintain that sense of wonder (without some serious alteration). This one is pleasantly surprising in this regard.</p><p></p><p><strong>Theme:</strong> Because of the darker themes of this campaign, WoTC felt it necessary to add comical elements, just like their "Out of the Abyss" storyline. And, just like Out of the Abyss, we've decided to entirely ignore those elements. We're grittier players, that's just what we like. However, I feel they would likely be very useful portions of the adventure for many groups, and you will find them in abundance if you wish to use them. It's nice that Wizards considered all different types of players in this.</p><p></p><p><strong>Art:</strong> Great maps, great images of NPCs and new monsters, but what else is new with a 5E book? Another great collection of fantastic artists who deserve seriously high praise.</p><p></p><p><strong>Final Note:</strong> Like all the campaign books Wizards has released, there are many, many walls of text that are filled with information. It is not like smaller adventures where you can run them as you read them. With the Dragon campaign books, in example, we played as I read, and I got a few surprises just the same as my players. Here, you'll not really find that as much of an option. I'm sure you could if you really tried, but I'd suggest reading far ahead of time, taking a few notes and references, and being sure to have as much information for a given section memorized as possible.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7233192, member: 6681906"] [b]5 out of 5 rating for Tomb of Annihilation[/b] "A death curse has befallen everyone who's been raised from the dead. Its victims are rotting away, and all efforts to reverse the decay have failed." The first paragraph on the back of the physical version of this book I purchased says more than a wall of words possibly could at this point. Imagine then, when my group who never really gets into the high-fantasy aspects of Dungeons and Dragons (raising the dead, summoning extra-planar beings in the service of Gods, etc), saw the capability of playing our grittier style of Dungeons and Dragons in the core setting. The idea was explosive to everyone, and immediately, before the book even arrived, everyone had character concepts rushing at them. Taking what we love the most (intense realism and real consequences for bad choices) and combining it with a world that, wasn't entirely accustomed to the notion of death being so inescapable, and you have a real, solid excitement. [B]Longevity:[/B] While we haven't completed the adventure yet, I've noticed how much reusable content this adventure book is going to have. Due to the fact one of the players in my group has decided to play a benevolent, elderly man who has the entire cast loving him, they are playing through quite linearly. While exploration is a mandatory part of this adventure, they have a true sense of urgency and want to save the man's dear soul, even though he likely doesn't have much time left anyway, regardless of the death curse affecting all of the world. While I'd love them to see more of the content in one go, this immediately tells me the adventure has a ton of reusable material, with little to no effort. With most of the campaigns released so far, the material wasn't quite as optional, and left little to be replayed and still maintain that sense of wonder (without some serious alteration). This one is pleasantly surprising in this regard. [B]Theme:[/B] Because of the darker themes of this campaign, WoTC felt it necessary to add comical elements, just like their "Out of the Abyss" storyline. And, just like Out of the Abyss, we've decided to entirely ignore those elements. We're grittier players, that's just what we like. However, I feel they would likely be very useful portions of the adventure for many groups, and you will find them in abundance if you wish to use them. It's nice that Wizards considered all different types of players in this. [B]Art:[/B] Great maps, great images of NPCs and new monsters, but what else is new with a 5E book? Another great collection of fantastic artists who deserve seriously high praise. [B]Final Note:[/B] Like all the campaign books Wizards has released, there are many, many walls of text that are filled with information. It is not like smaller adventures where you can run them as you read them. With the Dragon campaign books, in example, we played as I read, and I got a few surprises just the same as my players. Here, you'll not really find that as much of an option. I'm sure you could if you really tried, but I'd suggest reading far ahead of time, taking a few notes and references, and being sure to have as much information for a given section memorized as possible. [/QUOTE]
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