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Anyone else feeling "meh" about recent 5e releases?
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<blockquote data-quote="ccs" data-source="post: 7799302" data-attributes="member: 6803664"><p>No, it's really not. </p><p></p><p>Let's look at Storm Kings.</p><p>The town the PCs help in the beginning was attacked by <strong>cloud giants</strong>. So what happens when the PCs return from dealing with the goblins? 1st they're given some flimsy excuse to travel to another town. (as opposed to <em>go</em> <em>hunt down those giants!</em>) And then? <em> A friendly (but eccentric) cloud giant in his flying tower</em> descends from the sky & wisks the PCs off to wherever they were heading anyways. .....</p><p>I'm sorry, WHY should we go with this <em>cloud giant </em>vs simply starting our vengeance right here/right now? </p><p>Sure, I get it. It shows that not all giants are the enemy. And it greatly speeds up travel times.</p><p>But in-story? It's still just stupid.</p><p></p><p>How about Dragon Heist?</p><p>Volo recruits a group of randos & pays them with a tavern. Um, ok. I know the people I play with. Their reaction would be to check it out & then immediately go looking for a real adventure (like oh say, at The Yawning Portal) as fixing/running a tavern's not what they had in mind when they made characters.</p><p><strong>But</strong> the actions really supposed to kick off when the PCs ask questions about an even more random gnome who gets fire-balled in the street out side said tavern. <em>Who cares? </em> It's Waterdeep. Not the most violent of D&D cities, but there's violence. There's thieves guilds, mercs, adventurers, monsters on occasion.... Someones getting stabbed/spelled etc on a regular enough basis to have a city watch & a code. BTW? It's the watches job to pursue whoever's crisping gnomes in the street. </p><p>No efforts made to personalize this gnome to the characters prior to his death. Again, OK. We experienced DMs roll our eyes & patch the holes. But not everyone is an experienced DM. And it all still reads really poorly, is overly railroady, & essentially relies upon players asking the questions just because that's what was presented. Ugh.</p><p></p><p>Tomb of Annihilation.</p><p>The PCs patron/friend whatever is dying due to the death curse. And they send the PCs out to take care of the problem. To the far off jungles of Chult! Great! This is what heroes/adventures are supposed to do.</p><p>Except as written they're sending 1st lv characters to handle this vital task. Works a bit better narratively if you simply start at 3rd. But a lot of groups like to do 1st.</p></blockquote><p></p>
[QUOTE="ccs, post: 7799302, member: 6803664"] No, it's really not. Let's look at Storm Kings. The town the PCs help in the beginning was attacked by [B]cloud giants[/B]. So what happens when the PCs return from dealing with the goblins? 1st they're given some flimsy excuse to travel to another town. (as opposed to [I]go[/I] [I]hunt down those giants![/I]) And then? [I] A friendly (but eccentric) cloud giant in his flying tower[/I] descends from the sky & wisks the PCs off to wherever they were heading anyways. ..... I'm sorry, WHY should we go with this [I]cloud giant [/I]vs simply starting our vengeance right here/right now? Sure, I get it. It shows that not all giants are the enemy. And it greatly speeds up travel times. But in-story? It's still just stupid. How about Dragon Heist? Volo recruits a group of randos & pays them with a tavern. Um, ok. I know the people I play with. Their reaction would be to check it out & then immediately go looking for a real adventure (like oh say, at The Yawning Portal) as fixing/running a tavern's not what they had in mind when they made characters. [B]But[/B] the actions really supposed to kick off when the PCs ask questions about an even more random gnome who gets fire-balled in the street out side said tavern. [I]Who cares? [/I] It's Waterdeep. Not the most violent of D&D cities, but there's violence. There's thieves guilds, mercs, adventurers, monsters on occasion.... Someones getting stabbed/spelled etc on a regular enough basis to have a city watch & a code. BTW? It's the watches job to pursue whoever's crisping gnomes in the street. No efforts made to personalize this gnome to the characters prior to his death. Again, OK. We experienced DMs roll our eyes & patch the holes. But not everyone is an experienced DM. And it all still reads really poorly, is overly railroady, & essentially relies upon players asking the questions just because that's what was presented. Ugh. Tomb of Annihilation. The PCs patron/friend whatever is dying due to the death curse. And they send the PCs out to take care of the problem. To the far off jungles of Chult! Great! This is what heroes/adventures are supposed to do. Except as written they're sending 1st lv characters to handle this vital task. Works a bit better narratively if you simply start at 3rd. But a lot of groups like to do 1st. [/QUOTE]
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Anyone else feeling "meh" about recent 5e releases?
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