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General Tabletop Discussion
*Dungeons & Dragons
"Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?"
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<blockquote data-quote="robus" data-source="post: 7375447" data-attributes="member: 6801558"><p>In my mind WotC should focus on simple linear stories set in fantastic locations. Players layer on complexity with their wild guesses and wild goose chases. There's no great need to make the adventure complex for the DM.</p><p></p><p>I find running the hardcover adventures difficult because they've packed in a lot of characters with a lot of motivations (or, worse, no motivation!) and need you to keep them all straight.</p><p></p><p>In my mind the perfect campaign + setting book would be divided in two parts (like SKT) where the first part would be getting the players immersed in the setting. Basically a homebase of sorts and a variety of quests to gain levels. The players very much in the driving seat as to what they want to do when (but of course with suitable challenge). The second half would be the main adventure tied to a character to whom they've become attached in the first half.</p><p></p><p>If it's not a setting book then a pretty linear adventure all the way through would be best. Simple and straight.</p><p></p><p>But something that's been bothering me a lot is that the published adventures don't indicate whether an encounter is intended to be easy, medium, hard or deadly. This, to me, is a key piece of information. With that I can easily adjust the encounter up or down to suit the current level of the players. Without that I'm left scrambling to reverse engineer the math and adjust if necessary. A simple icon next to an encounter would be all that's needed.</p></blockquote><p></p>
[QUOTE="robus, post: 7375447, member: 6801558"] In my mind WotC should focus on simple linear stories set in fantastic locations. Players layer on complexity with their wild guesses and wild goose chases. There's no great need to make the adventure complex for the DM. I find running the hardcover adventures difficult because they've packed in a lot of characters with a lot of motivations (or, worse, no motivation!) and need you to keep them all straight. In my mind the perfect campaign + setting book would be divided in two parts (like SKT) where the first part would be getting the players immersed in the setting. Basically a homebase of sorts and a variety of quests to gain levels. The players very much in the driving seat as to what they want to do when (but of course with suitable challenge). The second half would be the main adventure tied to a character to whom they've become attached in the first half. If it's not a setting book then a pretty linear adventure all the way through would be best. Simple and straight. But something that's been bothering me a lot is that the published adventures don't indicate whether an encounter is intended to be easy, medium, hard or deadly. This, to me, is a key piece of information. With that I can easily adjust the encounter up or down to suit the current level of the players. Without that I'm left scrambling to reverse engineer the math and adjust if necessary. A simple icon next to an encounter would be all that's needed. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
"Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?"
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