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Waterdeep: Dungeon of the Mad Mage
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<blockquote data-quote="Haffrung" data-source="post: 7560413" data-attributes="member: 6776259"><p><strong>5 out of 5 rating for Waterdeep: Dungeon of the Mad Mage</strong></p><p></p><p>I've read or played in some classic big dungeons. Temple of Elemental Evil. Cloudland. Rappan Athuk. Castle Whiterock. Stonehell. I've spent many hours discussing and theorycrafting megadungeons. I've even taken a couple runs at creating my own. </p><p></p><p>But despite being dead in the crosshairs of WotC as a buyer for Dungeon of the Mad Mage, I frankly didn't have a lot of confidence that WotC could publish something that met my expectations. I presumed it would be too generic. One of those lifeless dungeons so common on the market - a huge and sterile monster lair. Little genuine exploration or sense of place. Just rooms and encounters. Something I might pillage for a few ideas, but which I doubted I would run as-is.</p><p></p><p>To my genuine surprise, they pulled it off - this is a great dungeon. Undermountain is vast, diverse, and colourful. It's the farthest thing from generic. The geography varies from mad-wizard labyrinths to ruined towns and underground rivers to haunted drow city to dwarven tombs, artificial forests, etc. Each level has a distinct feel, but they're threaded together by Halastor and his mad schemes, as well as a clever portal system to offer expedited travel and alternate routes.</p><p></p><p>Most importantly, great care has been taken to make most rooms interesting. Magical statues, eerie tapestries, clever mechanisms, haunted ruins. Dungeons are not all about hack and slash - they're about exploration. And DotMM is a place worth exploring. </p><p></p><p>Furthermore, it's rich with factions and opportunity for roleplaying. On every level the intelligent denizens have agendas and goals. Played shrewdly by the DM, PCs should meet an early grave if they just try to hack their way through the dungeon. They'll have far more success if they reconnoitre, negotiate, and deal. There's story here. Engaging plot hooks. It just isn't scripted the way many modern adventures are. </p><p></p><p>Highly recommended to anyone who enjoys dungeon exploration- especially grognards who may have turned their backs on WotC's recent offerings.</p></blockquote><p></p>
[QUOTE="Haffrung, post: 7560413, member: 6776259"] [b]5 out of 5 rating for Waterdeep: Dungeon of the Mad Mage[/b] I've read or played in some classic big dungeons. Temple of Elemental Evil. Cloudland. Rappan Athuk. Castle Whiterock. Stonehell. I've spent many hours discussing and theorycrafting megadungeons. I've even taken a couple runs at creating my own. But despite being dead in the crosshairs of WotC as a buyer for Dungeon of the Mad Mage, I frankly didn't have a lot of confidence that WotC could publish something that met my expectations. I presumed it would be too generic. One of those lifeless dungeons so common on the market - a huge and sterile monster lair. Little genuine exploration or sense of place. Just rooms and encounters. Something I might pillage for a few ideas, but which I doubted I would run as-is. To my genuine surprise, they pulled it off - this is a great dungeon. Undermountain is vast, diverse, and colourful. It's the farthest thing from generic. The geography varies from mad-wizard labyrinths to ruined towns and underground rivers to haunted drow city to dwarven tombs, artificial forests, etc. Each level has a distinct feel, but they're threaded together by Halastor and his mad schemes, as well as a clever portal system to offer expedited travel and alternate routes. Most importantly, great care has been taken to make most rooms interesting. Magical statues, eerie tapestries, clever mechanisms, haunted ruins. Dungeons are not all about hack and slash - they're about exploration. And DotMM is a place worth exploring. Furthermore, it's rich with factions and opportunity for roleplaying. On every level the intelligent denizens have agendas and goals. Played shrewdly by the DM, PCs should meet an early grave if they just try to hack their way through the dungeon. They'll have far more success if they reconnoitre, negotiate, and deal. There's story here. Engaging plot hooks. It just isn't scripted the way many modern adventures are. Highly recommended to anyone who enjoys dungeon exploration- especially grognards who may have turned their backs on WotC's recent offerings. [/QUOTE]
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