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Best 5E Adventure?
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<blockquote data-quote="Jester David" data-source="post: 6773367" data-attributes="member: 37579"><p>Only run part of LMoP and read the rest.</p><p></p><p>I love OotA. I like the sandbox nature and stronger story, the change in tone from fleeing survivors to conquering heroes returning. And just the fun of the myriad little characters and scenes. </p><p>After that things get screwy. </p><p></p><p>HotDQ and RoT are a hot mess, but mostly from a rules perspective. They could easily be fixed and made awesome. And the adventure is more varied instead of endless dungeons, but it requires a lot more work to flesh out into a functional adventure. It's a good framework. </p><p></p><p>PotA is next, but not by much. There's just no story. It's endless dungeons. There's the player's story, and they have a tale, but there's nothing else going on. And the dungeons themselves are just room after room filled with monsters. There's just an illusion of a story crafted by planned reactions. There's literally no reason the Elemental Evil cultists don't stop attracting attention and hunker down in their caves and summon the elemental princes right away. Not even the pretense of a justification for why they're waving a big red flag while shouting "over here adventurers! We're up to eeeeevil!" </p><p></p><p>Then there's LMoP, which is also just a series of interconnected dungeons lacking any interesting terrain or features. And despite having a lot of overland potential, there's no travel or natural hazards. The NPCs are flat and exist only for the adventure. There are lost of gaps, such as missing location maps and NPCs. LMoP just feels uninspired and generic. At least PotA has the Temple of Elemental Evil homage and sandbox game justifications for being more than a series of dungeon chambers.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6773367, member: 37579"] Only run part of LMoP and read the rest. I love OotA. I like the sandbox nature and stronger story, the change in tone from fleeing survivors to conquering heroes returning. And just the fun of the myriad little characters and scenes. After that things get screwy. HotDQ and RoT are a hot mess, but mostly from a rules perspective. They could easily be fixed and made awesome. And the adventure is more varied instead of endless dungeons, but it requires a lot more work to flesh out into a functional adventure. It's a good framework. PotA is next, but not by much. There's just no story. It's endless dungeons. There's the player's story, and they have a tale, but there's nothing else going on. And the dungeons themselves are just room after room filled with monsters. There's just an illusion of a story crafted by planned reactions. There's literally no reason the Elemental Evil cultists don't stop attracting attention and hunker down in their caves and summon the elemental princes right away. Not even the pretense of a justification for why they're waving a big red flag while shouting "over here adventurers! We're up to eeeeevil!" Then there's LMoP, which is also just a series of interconnected dungeons lacking any interesting terrain or features. And despite having a lot of overland potential, there's no travel or natural hazards. The NPCs are flat and exist only for the adventure. There are lost of gaps, such as missing location maps and NPCs. LMoP just feels uninspired and generic. At least PotA has the Temple of Elemental Evil homage and sandbox game justifications for being more than a series of dungeon chambers. [/QUOTE]
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