Me too, after I made it playable. Again, lots of good stuff in that module that a good GM can make into a great game. But out of the box?We had an absolute blast playing Dragon Heist.
Me too, after I made it playable. Again, lots of good stuff in that module that a good GM can make into a great game. But out of the box?We had an absolute blast playing Dragon Heist.
Here, the four core are Players Handbook, Neverwinter Guide (Forgotten Realms), DMs Guide, and Monster Manual.I want One D&D to have FOUR core books:
• Players Handbook: Human only, setting neutral, and ALL of the rules to play a complete D&D game.
• Forgotten Realms Guide:
− offers between 10 and 20 playable Nonhuman species according to their FR setting flavor.
− details the Neverwinter region, the main city and its hinterland, including the village of Phandelver.
− includes The Mines of Phandelver as a sample adventure, for characters of the Student tier (levels 1-4).
• Dungeon Masters Guide: cosmologies, worldbuilding, magic items, and robust playtested variant rules.
• Monster Manual: hostile statblocks, including traps.
Obviously people have different experiences, but my DH game went great too, but because I broke it down into its component parts and crafted and actually playable adventure from those. There is a lot of vreat stuff on that book, but the way it is put together by default is, in my opinion, terrible.
I never played or ran this and honestly dont even remember it. Sounds like alot was packed into 32 pagesFor something completely different…
A real open-world sandbox campaign book instead of yet another 1-20 railroad. Maybe something like CM01 - Test of the Warlords only updated to 5.5.
You really can’t underrate community input when it comes modules. Avoiding pitfalls adding great content, etc…Yeah I had a great experience running it but I also changed a LOT. Some of the things I changed or added were based on 3rd party ideas, but probably the best single change was one I came up with: putting an old-school dungeon underneath Trollskull. Discovering the secret entrance was maybe the highlight of the campaign.
I ran both during the Next playtest, and Sentinel ran really well. Gauntlet... not so much. I've run Gauntlet three times (1E, 3E, 5E), and it's never quite worked the way it's intended. It makes assumptions of the players actions, which either leads to a complete railroad or a total cluster *@#^. It could work, but like Keep on the Borderlands, it could use a rewrite.EDIT: or an updated Sentinel and Gauntlet. With the caveat that I haven’t actually looked at either since they were originally published so I may be wearing Rose-Colored Nostalgia Glasses(tm).