Paul Farquhar
Legend
We went though the whole lot in around 8 months (and Chapter 7 is looong).
Just as an aside, I kind of lament that this style of play has become standard. Campaigns should last years and encompass many Big Adventures, not just one.Correct. What I meant in my post is that since Auril's defeat ends the curse, that's the end of the campaign.
It's got to fit in the book. There is nothing stopping any of the WotC adventures forming part of a larger campaign though.Just as an aside, I kind of lament that this style of play has become standard. Campaigns should last years and encompass many Big Adventures, not just one.
Sure but I was replying to the idea that "the end of the curse is the end of the campaign" which to my mind should simply be the end of the adventure against Auril and no more.It's got to fit in the book. There is nothing stopping any of the WotC adventures forming part of a larger campaign though.
That is the way it is written. You could defeat Auril in chapter 5, then do the next two chapters for personal gain. The PCs might be completely disinterested in opposing Auril, like Vellynne, or even pro. It's written in quite an open fashion, but the book format with numbered chapters suggests it is more structured than it is.Sure but I was replying to the idea that "the end of the curse is the end of the campaign" which to my mind should simply be the end of the adventure against Auril and no more.
Part of the problem is that many players want to try out new characters and high level play is tedious (not to mention that there are few resources like published adventures).Just as an aside, I kind of lament that this style of play has become standard. Campaigns should last years and encompass many Big Adventures, not just one.
1) Long campaigns don't require high level play. Slow down the advancement, especially in the "fun" levels (whatever that means for your group).Part of the problem is that many players want to try out new characters and high level play is tedious (not to mention that there are few resources like published adventures).
The other thing for me is that I grow tired of settings. I don't want to spend years in Icewind Dale and the Ten Towns (or Chult, etc.) And if you're moving to a new region of the FR, you might as well start anew with Eberron, Dark Sun, etc.
And who knows, maybe I will move the characters to a new adventure in Thay or something, but I will certainly be ready to get out of the frozen north.
I agree with all of this but we shouldn't excuse the role 5e plays in fighting against anything but one & done by ignoring th deliberate design decisions it makes in its quixotic quest for simplicity at any cost.1) Long campaigns don't require high level play. Slow down the advancement, especially in the "fun" levels (whatever that means for your group).
2) Rime would make a good module in the traditional sense, depending on when you decided to do stuff. The PCs come to Icewind Dale for whatever reason drives them there and they can fend off some duergar, free the land of a winter curse, or explore a lost ancient city, and then leave and continue their adventures across the Realms (or planes or whatever).
What I was sort of objecting to was the idea that every time you embark on a new storyline, you crate new characters, run them through a series of connected (often linear) adventures, then retire them to do the same thing all over again.
Yeah, but this is what role-playing games are - regardless of the system or era.What I was sort of objecting to was the idea that every time you embark on a new storyline, you crate new characters, run them through a series of connected (often linear) adventures, then retire them to do the same thing all over again.