TheSword
Legend
I think the challenge 5e adventures have - and I've played or DM'd the majority of them - is that they have to be geared towards new or nearly new players.
I've ran the sandboxy Curse of Strahd for a new group formed from some old friends and they really struggled. Yet I ran the railroady Descent into Avernus and they absolutely loved it, despite the fact that as a long time DM I much preferred DMing the former with my other longtime group who thought Curse of Strahd was the best thing I've DM'd
I think we have to accept that linear or simple and a very clear story/goal is a massive plus point for some people - as much as it is a turn off for others. You can't really square those two diametrically opposed goals in one product.
The sweet spot of a really strong story and more freedom is tough but I think they nailed it with Curse of Strahd, and Tomb of Annihilation.
Exciting times to see what else they bring to the table.
I've ran the sandboxy Curse of Strahd for a new group formed from some old friends and they really struggled. Yet I ran the railroady Descent into Avernus and they absolutely loved it, despite the fact that as a long time DM I much preferred DMing the former with my other longtime group who thought Curse of Strahd was the best thing I've DM'd
I think we have to accept that linear or simple and a very clear story/goal is a massive plus point for some people - as much as it is a turn off for others. You can't really square those two diametrically opposed goals in one product.
The sweet spot of a really strong story and more freedom is tough but I think they nailed it with Curse of Strahd, and Tomb of Annihilation.
Exciting times to see what else they bring to the table.
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