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<blockquote data-quote="amerigoV" data-source="post: 6444800"><p><strong>4 out of 5 rating for D&D 5th Edition Starter Set</strong></p><p></p><p>My group is a bunch of Savage World folks now, so I cannot comment all that much on the rules. I bought this because (1) I wanted to support D&D in a modest way (as a long time gamer) and (2) I can always use a good adventure.Overall, the product walks a nice line to help out new DMs but yet give us veterans good value for the money. The adventure has nice tidbits along the way yet it was not a railroad or an axe-grind type adventure. I am glad they had the pregens and a nice summary of the rules (aside from the Basic set).Some comments on the adventure (this is from memory - I may go back and get the box if I am motivated and clean up the details)</p><ul> <li data-xf-list-type="ul"> Nicely weaved in some Forgotten Realms material without making it all about the Realms. New to the hobby people get enough info to see if they like it but those that do not use FR have little changes to make it work in their game.</li> <li data-xf-list-type="ul"> After the ambush, the goblin's cave lair was very nicely done. There is nice 3D effect to this 1D map - it reminds me of some of the Skyrim cave maps. By far my favorite "dungeon" from WoTC in a long time. The rest of the maps were "meh" - all one level. There is some 3D to them, but you might as well had stairs go down followed immediately by stairs go up for all the effect it has on the adventure.</li> <li data-xf-list-type="ul"> I was shocked how easily the Spider's name could be gotten from the goblins. But after reflection I warmed to this approach. First of all, D&D has been horrible at foreshadowing a key villain. Without GM effort, many D&D modules could be run without the players ever realizing who the BBEG even is until they finish the "tough fight". Second, it shows new GMs that having a name out there adds spice to the campaign.</li> <li data-xf-list-type="ul"> I liked the map of the town - it was small enough to have the labels on the map. Nice and clean. </li> <li data-xf-list-type="ul"> I do not know about anyone else, but the A-Team theme song kept running through my head with respect to the ruffians in the town. Small town intimidated by a gang of tough guys that is only opposed by a crack team of professionals. All the PCs need to do is run the blacksmith and slap some iron plate onto a wagon to crash into thug's lair. "I pity the fool that messes with this town!"</li> <li data-xf-list-type="ul"> The Druid/Dragon/ruined town has a lot of potential create other side adventures. Some people have whined about encounter, but I think the Druid is consistent. He shoos the PCs away, but if they persist in wanting something, then the druid wants something for the information. The PCs (and players) have been warned that its not a straight up fight. Man up - life is not about EL appropriate encounters. </li> <li data-xf-list-type="ul"> The encounter with the Red Wizard COULD have been cool, but I am afraid they way its presented will just result in a plain fight (who trusts a necromancer to stop zombies from attacking you?). I recall a scene from one of the Malazan books that I would use instead. Basically, start with a talking encounter and then have the PCs realize he is using undead for menial labor. Let the undead have a touch of personality. Z:"I had a horrible death" PC:"How did you die?" Z:"Horribly". Something that throws both new and veteran players off the normal hack and slash. </li> <li data-xf-list-type="ul"> Cragmaw Keep is a mixed bag. There is some nice opportunity with the Doppleganger, but it just did not feel like it was used right. The set up felt like they just wanted to get some iconic monsters in play (Owlbear, Doppleganger). </li> <li data-xf-list-type="ul"> The mine - kinda weak in its layout. The map looked distinctly un-mine like. Upon reading you find out that the Dwarves basically worked this area to be living quarters, so that explained it (but it would have been nice to have some indicates of "mines this way"). The second weakness was that the coolest thing (Spellforge) was just a normal 20x20 room - not much different than a typical dungeon storage room. Lastly, it would have been nice if there was a map for the GM showing who controlled what areas of the mine. The keyed encounters jumped around a bit, so it was hard to visualize what area the Spider's group held vs. the denizens of the mine. Making the ending memorable relies on the PCs navigating these factions but the module did not give you good tools to help.</li> </ul><p>Overall, there is a ton of good stuff in there. It reminds me of some of the older modules where you could easily go back and reskin parts to make it really fit what you want to do without a ton of work. The town is the classic home base ala Hommlet/Keep on the Bordlands. The area map is evocative so the GM can continue to use the area after the main adventure. The flaws noted above are modest in the grand scheme of things.Its a good deal for the money.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6444800"] [b]4 out of 5 rating for D&D 5th Edition Starter Set[/b] My group is a bunch of Savage World folks now, so I cannot comment all that much on the rules. I bought this because (1) I wanted to support D&D in a modest way (as a long time gamer) and (2) I can always use a good adventure.Overall, the product walks a nice line to help out new DMs but yet give us veterans good value for the money. The adventure has nice tidbits along the way yet it was not a railroad or an axe-grind type adventure. I am glad they had the pregens and a nice summary of the rules (aside from the Basic set).Some comments on the adventure (this is from memory - I may go back and get the box if I am motivated and clean up the details) [list] [*] Nicely weaved in some Forgotten Realms material without making it all about the Realms. New to the hobby people get enough info to see if they like it but those that do not use FR have little changes to make it work in their game. [*] After the ambush, the goblin's cave lair was very nicely done. There is nice 3D effect to this 1D map - it reminds me of some of the Skyrim cave maps. By far my favorite "dungeon" from WoTC in a long time. The rest of the maps were "meh" - all one level. There is some 3D to them, but you might as well had stairs go down followed immediately by stairs go up for all the effect it has on the adventure. [*] I was shocked how easily the Spider's name could be gotten from the goblins. But after reflection I warmed to this approach. First of all, D&D has been horrible at foreshadowing a key villain. Without GM effort, many D&D modules could be run without the players ever realizing who the BBEG even is until they finish the "tough fight". Second, it shows new GMs that having a name out there adds spice to the campaign. [*] I liked the map of the town - it was small enough to have the labels on the map. Nice and clean. [*] I do not know about anyone else, but the A-Team theme song kept running through my head with respect to the ruffians in the town. Small town intimidated by a gang of tough guys that is only opposed by a crack team of professionals. All the PCs need to do is run the blacksmith and slap some iron plate onto a wagon to crash into thug's lair. "I pity the fool that messes with this town!" [*] The Druid/Dragon/ruined town has a lot of potential create other side adventures. Some people have whined about encounter, but I think the Druid is consistent. He shoos the PCs away, but if they persist in wanting something, then the druid wants something for the information. The PCs (and players) have been warned that its not a straight up fight. Man up - life is not about EL appropriate encounters. [*] The encounter with the Red Wizard COULD have been cool, but I am afraid they way its presented will just result in a plain fight (who trusts a necromancer to stop zombies from attacking you?). I recall a scene from one of the Malazan books that I would use instead. Basically, start with a talking encounter and then have the PCs realize he is using undead for menial labor. Let the undead have a touch of personality. Z:"I had a horrible death" PC:"How did you die?" Z:"Horribly". Something that throws both new and veteran players off the normal hack and slash. [*] Cragmaw Keep is a mixed bag. There is some nice opportunity with the Doppleganger, but it just did not feel like it was used right. The set up felt like they just wanted to get some iconic monsters in play (Owlbear, Doppleganger). [*] The mine - kinda weak in its layout. The map looked distinctly un-mine like. Upon reading you find out that the Dwarves basically worked this area to be living quarters, so that explained it (but it would have been nice to have some indicates of "mines this way"). The second weakness was that the coolest thing (Spellforge) was just a normal 20x20 room - not much different than a typical dungeon storage room. Lastly, it would have been nice if there was a map for the GM showing who controlled what areas of the mine. The keyed encounters jumped around a bit, so it was hard to visualize what area the Spider's group held vs. the denizens of the mine. Making the ending memorable relies on the PCs navigating these factions but the module did not give you good tools to help. [/list] Overall, there is a ton of good stuff in there. It reminds me of some of the older modules where you could easily go back and reskin parts to make it really fit what you want to do without a ton of work. The town is the classic home base ala Hommlet/Keep on the Bordlands. The area map is evocative so the GM can continue to use the area after the main adventure. The flaws noted above are modest in the grand scheme of things.Its a good deal for the money. [/QUOTE]
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