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D&D 5E Rejecting the Premise in a Module

That's objectively bad writing/design. Objectively. Over 25% of the material provided is essentially irrelevant to the adventure, and apparently suited to a different adventure. Imagine buying a book about the FR and finding 25% of it was entirely about Krynn or something, with no indication on the back or in the marketing that this was the case.
Nope, it is sales' strategy and marketing. As disgusting it is. We are in a capitalist world, for the best and the worst.
 

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I don't think that's really reasonable, because DMing is a skill, and identifying the flaws in an adventure from reading it takes skill and experience. It's a bit like a partner giving some tricky contract to a trainee lawyer to handle, then being shocked and upset when he fails to spot various flaws, and even then the trainee has been through a lot more training than most DMs before they start running stuff.

If someone does something badly due to inexperience, it isn't that person's fault when something goes wrong.
 

Buddy, your pal Scott has just explained how he takes dozens of hours to "improve" or "do justice to" APs. You clicked like on all the posts where he talked about it.
Sure, I like that he takes time to do it. Not necessarily the amount if time he takes. There was more to his post than this little part.

You like to nit pock on small parts but you often fail to see the whole picture/post into account ( or simply do not wish to). That is your prerogative.

He does not seems to have the experience you or I have in DMing. For him, taking that much time is commendable and with experience, he will get faster. For you and I... something would be wrong.
 


You immediately assume the worst in DM. Most DM will do good honest work for their players. Don't take the morrons and the exceptions into account. A DM trying his best is entitled to a basic amount of respect. If you read my earlier post, it did happen to me once, through no fault of my own, to have such a player at my table and it was not a habit of his either.

In that case, the responsible thing for the DM to do is warn the players he'she might not be very good at DMing yet. Which is fine. Warning the players beforehand is the responsible thing a good DM would do and should earn at least some respect.

Yes, mistakes and bad calls can sometimes be made. Again, this is the exception, not the norm. If a DM is so bad to do such thing regularly, then the DM should simply stop being the DM.

And those had calls, when they are made, are the DM's responsibility to deal with.

Good players should always give the benefit of the doubt to their DM.

Those good players are at the table because the DM chosen them to play in his/her game. Choosing good players is an important skill.
 


Nope, it is sales' strategy and marketing. As disgusting it is. We are in a capitalist world, for the best and the worst.

I don't think so, because all it does is make people think Dragon Heist was crummy and thus be less likely to buy the next one, which ironically, might have fixed the problem :) Don't suggest malice where ineptitude will do!
 


I don't think so, because all it does is make people think Dragon Heist was crummy and thus be less likely to buy the next one, which ironically, might have fixed the problem :) Don't suggest malice where ineptitude will do!
But it was revealed as a two part from the start. My point stand.
 

But it was revealed as a two part from the start. My point stand.

Was it?



Neither the Wizards nor more in-depth Amazon descriptions mention that (unless I'm being blind!). It's still objectively bad design, but I agree that there is clearly dishonest marketing at play here too.
 

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