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  1. MerricB

    D&D 5E (2024) Greyhawk Confirmed. Tell Me Why.

    Why Greyhawk? Because it's medieval Europe, to a large extent. You know, an actual setting that resonates with a lot of players because it's based on something real. (Same as Harry Potter takes known tropes and then does new things with them). The more you move away from familiar concepts, the...
  2. MerricB

    D&D 5E (2024) How Does Greyhawk Fit In To The New Edition?

    I think this is awesome. (I also am very, very hopeful it means that Greyhawk opens up for the DMs Guild). The original release of Greyhawk was very bare bones. This was intentional. It's a springboard that DMs can set their existing campaigns in, and provides inspiration for what might lie...
  3. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    Yeah. I sort of occasionally call them hourglass campaigns: you're in a small sandbox, you eventually move through to the next section, which is another bounded sandbox! :)
  4. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    One of the funniest things about all of this is that I've already run a Rod of Seven Parts campaign in 5E, taking characters to level 20. (They needed it to defeat Xan Yae, who was raging against Veluna and fighting St Cuthbert on the Prime Material plane. It was bad!) That campaign ended a...
  5. MerricB

    ToV Tales of the Valiant is out! What do people think?

    Ah, the argument that 4E made for all the (core) missing monsters when it released.
  6. MerricB

    D&D General 5E, A5E, or ToV?

    With Uncharted Journeys, it presumes you make a journey in which - depending on length - 1 to 4 encounters take place. (Perhaps more, but unlikely). The way it is written is for journeys where the starting and end point are known, so it doesn't adapt that well to journeys of exploration (a big...
  7. MerricB

    D&D General 5E, A5E, or ToV?

    Having used Uncharted Journeys extensively and A Life Well Lived to a certain extent, while both have great ideas, their implementation is half-baked. There are significant problems with their assumptions and rules knowledge that make me think that any 5E variant from Cubicle 7 won't work well.
  8. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    A few clarifications: The Key to Time arc was designed by Graham Williams, the producer of the show. The individual stories were written by various writers, including Douglas Adams - I don't think his story is great, though it has good moments. The Ribos Operation by Robert Holmes The Pirate...
  9. MerricB

    D&D General Vecna, Eve of Ruin - play reports.

    On Monday, 13th May, 2024, my group of four players stepped into the 50th Anniversary adventure for Dungeons & Dragons, Vecna: Eve of Ruin. With a combination of two brand new and two existing 10th level characters, they came to the city of Neverwinter, where as recognised heroes they were...
  10. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    It's one of my top adventures of all time. It doesn't fit every DM, but it fit me really well. Look at Castle Naerytar, where the players can do a frontal assault, try to start a revolt, disguise themselves, sneak in, etc. I've run the adventure three times at this point, and each time has...
  11. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    Circular? ;) For any campaign where characters change significantly in power, putting in multiple entry points to such a quest is a problem!
  12. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    You can't - the largest part doesn't point to the smallest! If you find part 4 first, you can only find parts 4, 5, 6 & 7. Cheers, Merric
  13. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    Giving players agency in this adventure should happen in each episode. Gathering each segment of the Rod should - if it is written well - provide them with lots of options of how to proceed. I will likely feel disappointed if the play ends up being constricted all the time. (I'm not familiar...
  14. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    If you don't want a linear adventure, don't get it. If you don't want an adventure where you get the parts of the Rod of Seven Parts, don't get it. (Gathering the parts of the Rod has been a linear exercise since it was first introduced in 1976 - each part only points to the next larger one...
  15. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    No. It's a mixed bag. It is fundamentally what some people don't want, and they really shouldn't buy it.
  16. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    There's no question. 3E has Red Hand of Doom, possibly The Sunless Citadel and not much else. 4E... Madness at Gardmore Abbey. In fact, it gets pretty hard to find good adventures in 2E. There are a few that are well regarded, but whenever you look at the "Top Adventures of all time" lists...
  17. MerricB

    WotC Has Wizards Screwed up again

    I always forget to enter the code and have to find it later!
  18. MerricB

    D&D 5E (2014) SPOILERS Vecna Eve of Ruin Question

    Not quite. Cheers, Merric
  19. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    Still a larger role than most of them have had! ;)
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