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Why is Hoard of the Dragon Queen such a bad adventure?
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<blockquote data-quote="aramis erak" data-source="post: 6478246" data-attributes="member: 6779310"><p>I also loved Chapter 1 - one of the best low-level "lots of replayability" chapters I've seen.</p><p></p><p>I found chapter 2 to be a wide open "Here's the goal, here's the problems, have a wild time of it"...</p><p></p><p>My group wound up not so much infiltrating as driving them off... Eclipse (Tiefling Warlock) got himself quite captured.... while the others (Groo (half-ork Fighter), Nick (Gnome Wizard),Pack (human thief), Sarc (drow assassin)) observed, and then rescued Eclipse and Leosin. They also burned the huts in the south end of the compound... and Eclipse took a breath weapon to the back. (They were picked up by Pack and Groo and carried out.)</p><p></p><p>Another table at the store went in and faked it as if cultists. A third snuck in and hid, listening from hiding, then raided the cave before the cult left.</p><p></p><p>Lots of room for player choices of actions in chapter 2. Just a goal, and enough info to handle it. No "you must do <em>X</em>" bits in chapter 2, but lots of "You can give XP for doing <em>X</em>" options.</p><p></p><p></p><p>Chapter 3 is a good solid dungeon crawl. The dungeon is itself a bit of a railroad... but all dungeons are, to an extent. </p><p></p><p>Chapter 4 is also a bit railroady — get hired to go on this travel bit — but as with Chapter 2, lots of room to work around the story. Lots of NPC's; some to fight, some to talk to, some to intimidate. (Eclipse managed a 22 to protect a certain animate Macguffin from one of the encounters... kind of nerfed that bit, but also resulted in an assassin taking out Sarc)</p><p></p><p>Mind you, I've only read through CHapter 6 in any detail, and my guys just got to chapter 5. Chapter 4 was easily run, and is quite replayable due to the randomizations and array of events, some of which are not going to get done.</p><p></p><p>Anyone claiming chapters 1, 2, 3, or 4 is a "one way only" hasn't actually comprehended what's there.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6478246, member: 6779310"] I also loved Chapter 1 - one of the best low-level "lots of replayability" chapters I've seen. I found chapter 2 to be a wide open "Here's the goal, here's the problems, have a wild time of it"... My group wound up not so much infiltrating as driving them off... Eclipse (Tiefling Warlock) got himself quite captured.... while the others (Groo (half-ork Fighter), Nick (Gnome Wizard),Pack (human thief), Sarc (drow assassin)) observed, and then rescued Eclipse and Leosin. They also burned the huts in the south end of the compound... and Eclipse took a breath weapon to the back. (They were picked up by Pack and Groo and carried out.) Another table at the store went in and faked it as if cultists. A third snuck in and hid, listening from hiding, then raided the cave before the cult left. Lots of room for player choices of actions in chapter 2. Just a goal, and enough info to handle it. No "you must do [I]X[/I]" bits in chapter 2, but lots of "You can give XP for doing [I]X[/I]" options. Chapter 3 is a good solid dungeon crawl. The dungeon is itself a bit of a railroad... but all dungeons are, to an extent. Chapter 4 is also a bit railroady — get hired to go on this travel bit — but as with Chapter 2, lots of room to work around the story. Lots of NPC's; some to fight, some to talk to, some to intimidate. (Eclipse managed a 22 to protect a certain animate Macguffin from one of the encounters... kind of nerfed that bit, but also resulted in an assassin taking out Sarc) Mind you, I've only read through CHapter 6 in any detail, and my guys just got to chapter 5. Chapter 4 was easily run, and is quite replayable due to the randomizations and array of events, some of which are not going to get done. Anyone claiming chapters 1, 2, 3, or 4 is a "one way only" hasn't actually comprehended what's there. [/QUOTE]
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