All I know about it are [MENTION=3586]MerricB[/MENTION]'s actual play posts, but they did give me the impression that it was slow moving.very very slow moving.
All I know about it are [MENTION=3586]MerricB[/MENTION]'s actual play posts, but they did give me the impression that it was slow moving.very very slow moving.
I've been running it since the beginning, and it is very slow. This is the first season in which I'm actually tired of running the adventure, and we're not even halfway through the adventure. This might be more due to my lack of interest in the "storyline" for the adventure.
The adventure does "require" a lot of preparation / improvisation from the DM. IMO, this was not a good fit for a D&D Encounters season(limited run time, limited prep time, easy to get started, etc.). I would never give this adventure to a newbie DM and say, "go run with it."
I think it's a great adventure, but a very poor fit for Encounters. With a week between sessions, it crawls. Compress it to 8 weeks and it would soar. I'm inventive enough and have engaged enough players so that we're having a lot of fun with it, but there wasn't enough thought about making it both a good one to run at home and a good one for Encounters.
In a home game? It should be great.
(snip) If I'm paying that much money for an "adventure" I expect some value, and I'm not really finding it here.IMO, for Encounters it is a horrible fit. For a home game it is usable. I know that if I had purchased this to run it for my home group I would be very disappointed with the purchase. YMMV.
I have run it for two groups. They both had the exact same reaction: they got bored of having nothing to do, and tired of all the red herrings (and the fact that apparently no one cares about solving the mysterious high-profile murder that kicked it all off), and decided to make something happen and skip town.In a home game? It should be great.
Ha! Word.An adventure that you have to create after you've paid for it? I didn't like that when TSR squeezed out the less-than-stellar T1-4 Temple of Incomplete & Generic Evil and I don't like it nearly 30 years later either.
As a comparison, the Neverwinter Campaign Setting (NWCS) was $40, hardbound, 223 pages, has a functional/usable Table of Contents, a foldup map, 60+ pages of player options, a few monsters, monsters per area tables, and many adventure ideas and hooks. NWCS does not include a "functional" adventure but enough hooks to create many. MiBG has an adventure, but for the amount of work required from the DM I would not call it functional.
The NWCS is about as good a product as I've seen. You are quite correct: MiBG is nowhere near that good. I would be particularly interested in if MiBG was ever playtested. We're still having fun with it, but it requires a lot of me.
The lack of an index in the campaign guide is pathetic.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.