D&D 5E Kobold Press (and are they the new Paizo?)


log in or register to remove this ad

billd91

Not your screen monkey (he/him)
It's worthwhile mentioning that successful businesspeople, even ones as in this case who have produced an excellent product that satisfied many people, usually have significant advantages at the start.

Um... sure? But when people mention that, they're usually referring to structural advantages like family financial backers and a life of wealth and security rather than the advantages of transitioning from a business with official IP licenses to using the open license.
 

Gradine

The Elephant in the Room (she/they)
What would that good stuff be? I'm genuinely curious, this is a rare take on the adventure, so I would like to know your thoughts.

It's only a rare take on the internet otherwise why reprint it in a compilation if it is so hated. I do know lots of people who enjoyed it. I personally loved playing the first part. I thought it was awesome right into the action with big set pieces that really worked for me. The DM ran it very well and it felt very active and alive. If we didnt act things were still going on which put pressure on us to get involved to save our town. I unfortunately had to drop out for personal reasons :\

Yeah, the structure is pretty genius; the first four chapters basically introduce new players to different modes of gameplay; hub-and-missions; stealth/infiltration; dungeon crawl; social interactions. It's pretty hand-holdy and on rails, which a lot of the grogs on the internet are going to chafe at, but players (especially newer players) can appreciate. By chapter 5 the adventure stops holding the players' hands and basically says "I've given you the tools you need, go have fun". Naerytar and Skyreach in particular are pretty wide open with a lot of potential solutions.

There are of plenty of issues in the details, from the understandable (shifting monster/npc stats) to the less forgivable (missing treasure descriptions, in general it's pretty sparse on treasure; there's some arbitrary stuff like the whole dragon mask teleport thing). There's a ton of NPCs that don't really factor in the adventure past their introduction, which I imagine is because KP were worried they'd get killed (see also: the whole Chapter 3 "if Cyanwrath is dead just have them fight another half-dragon with the exact same stats" nonsense).

Contrast LMoP, which is much more wide open making it much more beloved by long-term players but can be kind of a headache to steer newer players through.
 

Zaukrie

New Publisher
The KS passed the stretch goal for the digital map pack yesterday which is great news. Hopefully tokens will be another stretch goal - I think they were added into Tome of Beasts 2 late on.

That's my issue....the pure digital gives you a license for Roll20 or FG, but if you don't play on those.....I have to pay for the maps? That level should give you the digital maps w/o needing to use one of those two platforms, IMO.

That said, my favorite publisher......
 

Zaukrie

New Publisher
So, Midgaard question........really a question about most worlds........how do the other nations not just over run by the dragon empire or the ghouls? (ya, ya, I should have backed empire of ghouls)......
 

Voadam

Legend
So, Midgaard question........really a question about most worlds........how do the other nations not just over run by the dragon empire or the ghouls? (ya, ya, I should have backed empire of ghouls)......

The ghouls are underground for one, so it is tough to get your army there. And they have an alliance with the vampire kingdom near the biggest access point I believe.
 

jayoungr

Legend
Supporter
I see, thanks! I have only read the adventure, and it seemed pretty OK to me, so I was puzzled in the light of so many negative opinions online. I guess my players like that style too, that's why it would seem good enough for me.
I ran it too, and my group also loved it. The infamous caravan trip was their favorite part.

I humbly recommend you check out our "enhancing" threads on the adventures:


 

Wrathamon

Adventurer
Yeah, the structure is pretty genius; the first four chapters basically introduce new players to different modes of gameplay; hub-and-missions; stealth/infiltration; dungeon crawl; social interactions. It's pretty hand-holdy and on rails, which a lot of the grogs on the internet are going to chafe at, but players (especially newer players) can appreciate. By chapter 5 the adventure stops holding the players' hands and basically says "I've given you the tools you need, go have fun". Naerytar and Skyreach in particular are pretty wide open with a lot of potential solutions.

There are of plenty of issues in the details, from the understandable (shifting monster/npc stats) to the less forgivable (missing treasure descriptions, in general it's pretty sparse on treasure; there's some arbitrary stuff like the whole dragon mask teleport thing). There's a ton of NPCs that don't really factor in the adventure past their introduction, which I imagine is because KP were worried they'd get killed (see also: the whole Chapter 3 "if Cyanwrath is dead just have them fight another half-dragon with the exact same stats" nonsense).

This is spot on imo. I feel the format or layout of the adventure doesnt showcase its actual strengths and its easy to miss how it was meant to be run. I think that has to do with word count restrictions and layout and target audience.
 

jayoungr

Legend
Supporter
What would that good stuff be? I'm genuinely curious, this is a rare take on the adventure, so I would like to know your thoughts.
I think this review does a good and fair job of laying out the strengths and weaknesses, at least of the original two-book adventure.

 


Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top