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Dragons of Stormwreck Isle: New D&D Starter Set Is Coming This Year
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<blockquote data-quote="robus" data-source="post: 8718516" data-attributes="member: 6801558"><p>Reading through it now, and as usual sadly disappointed. I’m looking to use it to run an intro game for some friends and it looks like it’s going to require some DM skill to make it workable. Disappointing for a starter set, but not surprising from WotC. They really do try to make it harder than it should be.</p><p></p><p>For example, the Dragon’s Rest location has <em>nine</em> quirky Kobolds for a fresh DM to try and bring to life, but not one of them is really relevant to the story. WotC then immediately confuse things further by noting that the Kobolds are nocturnal, but they also immediately rush out and excitedly pepper the PCs with questions, so the DM should assume that the PCs land at night?!</p><p></p><p>Meanwhile over in the Seagrow Caves a cavern is filled with thick volcanic smoke as the natural chimney is blocked by some crystal. If the PCs figure out that there is a chimney vent (unclear how that information is to be conveyed as the myconids avoid the area) then suddenly the area is filled with bright light, so the smoke just instantly dissapates?</p><p></p><p>I’m trying to figure out a way to more organically stitch the quests together as right now it’s all very rough.</p><p></p><p>Why do they screw it up <em>every</em> time, even for new players?</p></blockquote><p></p>
[QUOTE="robus, post: 8718516, member: 6801558"] Reading through it now, and as usual sadly disappointed. I’m looking to use it to run an intro game for some friends and it looks like it’s going to require some DM skill to make it workable. Disappointing for a starter set, but not surprising from WotC. They really do try to make it harder than it should be. For example, the Dragon’s Rest location has [I]nine[/I] quirky Kobolds for a fresh DM to try and bring to life, but not one of them is really relevant to the story. WotC then immediately confuse things further by noting that the Kobolds are nocturnal, but they also immediately rush out and excitedly pepper the PCs with questions, so the DM should assume that the PCs land at night?! Meanwhile over in the Seagrow Caves a cavern is filled with thick volcanic smoke as the natural chimney is blocked by some crystal. If the PCs figure out that there is a chimney vent (unclear how that information is to be conveyed as the myconids avoid the area) then suddenly the area is filled with bright light, so the smoke just instantly dissapates? I’m trying to figure out a way to more organically stitch the quests together as right now it’s all very rough. Why do they screw it up [I]every[/I] time, even for new players? [/QUOTE]
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