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Dragons of Stormwreck Isle: New D&D Starter Set Is Coming This Year
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<blockquote data-quote="Juomari Veren" data-source="post: 8602220" data-attributes="member: 87428"><p>I'm the only person at the table who's done it twice, and I did it on opposite sides of the screen both times. Everyone else had a single go-around. This is purely from the standpoint of people who played through it once, and thus far are enjoying our romp through the area with a fresh set of eyes and an entirely new set of objectives and stories to tell. </p><p></p><p></p><p>I think the more minimalistic Phandalin is to its benefit; In Lost Mine, all the extra buildings and NPCs they had for you to meet were partly designed to be faction shills for the Adventurer's League factions, and their side quests were so numerous that collecting them all, doing them all, and then eventually turning them all in was such a chore. DoIP reconciled this by not detailing as many NPCs and directing the characters to a Job Board where any number of their current feasible tasks could be found, though obviously there's no pressure to do much of anything in a particular order (and in fact my players, without realizing, plotted a route around the area that took them far and away and brought them to places both earlier and later than intended). </p><p></p><p>I like Phandalin as a jumping off point, it's not meant to be this place where your characters are to earn a grand attachment to every Tom, Dick, and Larry, it's the first steps on a greater adventure. Which might explain why I like DoIP better, since the follow-ups rightly send you off to a place that needs you more urgently, and actually lets you stake a claim in the rebuilding of a waylain settlement while convening with the burgeoning town council. Phandalin is hailed as a place that has remarkably survived a lot of punishment over the years, unlike its contemporaries to the east and southwest respectively. I think the quality of it being settled and always eager for help, but never in dire straits, is a huge boon to its character.</p></blockquote><p></p>
[QUOTE="Juomari Veren, post: 8602220, member: 87428"] I'm the only person at the table who's done it twice, and I did it on opposite sides of the screen both times. Everyone else had a single go-around. This is purely from the standpoint of people who played through it once, and thus far are enjoying our romp through the area with a fresh set of eyes and an entirely new set of objectives and stories to tell. I think the more minimalistic Phandalin is to its benefit; In Lost Mine, all the extra buildings and NPCs they had for you to meet were partly designed to be faction shills for the Adventurer's League factions, and their side quests were so numerous that collecting them all, doing them all, and then eventually turning them all in was such a chore. DoIP reconciled this by not detailing as many NPCs and directing the characters to a Job Board where any number of their current feasible tasks could be found, though obviously there's no pressure to do much of anything in a particular order (and in fact my players, without realizing, plotted a route around the area that took them far and away and brought them to places both earlier and later than intended). I like Phandalin as a jumping off point, it's not meant to be this place where your characters are to earn a grand attachment to every Tom, Dick, and Larry, it's the first steps on a greater adventure. Which might explain why I like DoIP better, since the follow-ups rightly send you off to a place that needs you more urgently, and actually lets you stake a claim in the rebuilding of a waylain settlement while convening with the burgeoning town council. Phandalin is hailed as a place that has remarkably survived a lot of punishment over the years, unlike its contemporaries to the east and southwest respectively. I think the quality of it being settled and always eager for help, but never in dire straits, is a huge boon to its character. [/QUOTE]
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Dragons of Stormwreck Isle: New D&D Starter Set Is Coming This Year
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