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Waterdeep: Dragon Heist Post-Mortem (Spoilers)
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<blockquote data-quote="Retreater" data-source="post: 8543494" data-attributes="member: 42040"><p>I think there could be a middle ground. Here's what it would take, as I see it:</p><p>1) Smallish-focused chapters detailing specific adventure sites and other locations</p><p>2) A thematic unity to those chapters</p><p>3) A sort of nebulous and simple story to tie the sites together</p><p>4) Logic would dictate options for parties would go next (future chapters)</p><p></p><p>Sure, you can't predict <em>everything </em>a party might want to do. They might want to leave the North and charter a boat to the jungles of Chult, but that's on your group then (or on you to wrangle them back or to find another book to fit their interests).</p><p>And this is basically, in theory, I think what many of us expect from campaign adventures like Rime of the Frost Maiden or Dragon Heist. Usually when I have problems with a campaign adventure, it's because it fails to meet one or more of my expectations.</p><p></p><p>Rime had #1 and #2, but fell apart in #3 and #4. The story was not connected for most of the sites. There was no reason or logic to visit many of them, and the entire second half of the book had nothing (NOT A SINGLE THING) to do with the theme of the previous part of the book. It would be like publishing Dragon Heist and Dungeon of the Mad Mage in the same book, because they're both in Waterdeep.</p><p></p><p>Since this is a thread about Dragon Heist, where does it fail to meet my expectations? I think it's in #2 (the "switch-around-villains" concept means that the unifying theme of the adventure suffers) and #4 (if an adventure were truly logical, you wouldn't need railroads.)</p></blockquote><p></p>
[QUOTE="Retreater, post: 8543494, member: 42040"] I think there could be a middle ground. Here's what it would take, as I see it: 1) Smallish-focused chapters detailing specific adventure sites and other locations 2) A thematic unity to those chapters 3) A sort of nebulous and simple story to tie the sites together 4) Logic would dictate options for parties would go next (future chapters) Sure, you can't predict [I]everything [/I]a party might want to do. They might want to leave the North and charter a boat to the jungles of Chult, but that's on your group then (or on you to wrangle them back or to find another book to fit their interests). And this is basically, in theory, I think what many of us expect from campaign adventures like Rime of the Frost Maiden or Dragon Heist. Usually when I have problems with a campaign adventure, it's because it fails to meet one or more of my expectations. Rime had #1 and #2, but fell apart in #3 and #4. The story was not connected for most of the sites. There was no reason or logic to visit many of them, and the entire second half of the book had nothing (NOT A SINGLE THING) to do with the theme of the previous part of the book. It would be like publishing Dragon Heist and Dungeon of the Mad Mage in the same book, because they're both in Waterdeep. Since this is a thread about Dragon Heist, where does it fail to meet my expectations? I think it's in #2 (the "switch-around-villains" concept means that the unifying theme of the adventure suffers) and #4 (if an adventure were truly logical, you wouldn't need railroads.) [/QUOTE]
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