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Dungeons of Drakkenheim - 3rd Party Review
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<blockquote data-quote="Libertad" data-source="post: 9147322" data-attributes="member: 6750502"><p>Dungeons of Drakkenheim is one of my top 3 5e campaigns to run after I finish my current Curse of Strahd campaign. Perhaps not immediately (may switch to something smaller-scale or even another system), but everything from the adventure structure to the plot really speak to me in a way few other mega-adventures do.</p><p></p><p>I really feel that the five factions really add some staying power to the campaign. If Drakkenheim was just a creepy ruined city, more opportunistic PCs may only focus on looting and getting rich, and that brings the inevitable question of when the party gets enough wealth to comfortably retire. The factions add stakes beyond that: the Hooded Lanterns are motivated to restore their kingdom, the Falling Fire believe that delirium can be used to save souls (in a rather roundabout way), and the Amethyst Academy is keen on using delirium to pursue all manner of magical innovations. Sure, getting treasure is all fine and good, but it's another thing to be recognized as the Heroes Who Saved Westemar. Or having brought down the Great Evil threatening the world.</p><p></p><p>If I had the tiniest bit of complaint, it's the Queen's Men are more explicitly evil than the other options. They are very much a rogue/organized crime syndicate, but less like Robin Hood and more like Medieval Mafia and are very much the types of people who'd be bandits you mow down in most adventures. It may be a weird thing to laser in on, and I don't think having a "bad guy" faction is bad in and of itself, but it is a bit of a contrast in my opinion to the others, who even if motivated by altruistic reasons may either be operating off of bad or incomplete knowledge or their solution to Drakkenheim's cosmic horror problem is something that has inevitable setbacks.</p><p></p><p>Oh, and perhaps the expectation that with the various factions strongly tied towards certain character concepts may give players the feeling that joining the faction should be a no-brainer. "Of course I want to throw in with the Amethyst Academy, I'm a wizard!"</p></blockquote><p></p>
[QUOTE="Libertad, post: 9147322, member: 6750502"] Dungeons of Drakkenheim is one of my top 3 5e campaigns to run after I finish my current Curse of Strahd campaign. Perhaps not immediately (may switch to something smaller-scale or even another system), but everything from the adventure structure to the plot really speak to me in a way few other mega-adventures do. I really feel that the five factions really add some staying power to the campaign. If Drakkenheim was just a creepy ruined city, more opportunistic PCs may only focus on looting and getting rich, and that brings the inevitable question of when the party gets enough wealth to comfortably retire. The factions add stakes beyond that: the Hooded Lanterns are motivated to restore their kingdom, the Falling Fire believe that delirium can be used to save souls (in a rather roundabout way), and the Amethyst Academy is keen on using delirium to pursue all manner of magical innovations. Sure, getting treasure is all fine and good, but it's another thing to be recognized as the Heroes Who Saved Westemar. Or having brought down the Great Evil threatening the world. If I had the tiniest bit of complaint, it's the Queen's Men are more explicitly evil than the other options. They are very much a rogue/organized crime syndicate, but less like Robin Hood and more like Medieval Mafia and are very much the types of people who'd be bandits you mow down in most adventures. It may be a weird thing to laser in on, and I don't think having a "bad guy" faction is bad in and of itself, but it is a bit of a contrast in my opinion to the others, who even if motivated by altruistic reasons may either be operating off of bad or incomplete knowledge or their solution to Drakkenheim's cosmic horror problem is something that has inevitable setbacks. Oh, and perhaps the expectation that with the various factions strongly tied towards certain character concepts may give players the feeling that joining the faction should be a no-brainer. "Of course I want to throw in with the Amethyst Academy, I'm a wizard!" [/QUOTE]
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