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Escapist article on SCAG is Brutal.
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<blockquote data-quote="I'm A Banana" data-source="post: 6755478" data-attributes="member: 2067"><p>I think I'd have appreciated a bit more cohesion and inspiration in the SCAG.</p><p></p><p>Like, the Long Death monk tradition is a new tradition that is interesting. But, like, where on the Sword Coast do they come from? What organizations are they linked to? Where does my character go to become one? Not sure. </p><p></p><p>Or, I'm reading upon Daggerford because Phalorm is coming up in my HotDQ game, thanks to a side-quest in the Mere of Dead Men. The description is pretty solid. But I'm still not sure what's special about it, why it got a write-up but, I dunno, Leilon didn't, or what plots I can hinge off of the goings-on there. There's nothing really going on, there, actually - it's a place you can go, but why you would go there or what adventures that location might contain are...not really noted. Not even like a one-sentence random-blah hook like "The ghost of Tyndal has been sighted haunting the bridge these days, pointing East on nights with a waning crescent moon." </p><p></p><p>Even the great changes going on in Neverwinter are basically like "Yep, everything's fine now." Adventurers reportedly come there seeking riches, but where are these riches? What corners of the city are dangerous? What threatens them? </p><p></p><p>That's not to say the book is horrible or anything, and some parts are better than others (Bladedancers being linked to elves, forex), just that it could do its job of inspiring adventurers to explore the Sword Coast and to counter the threats to it better. As a newly minted Monk of the Long Death, I don't have much of a place in the world, and I don't have any reason to go to Neverwinter, and that's kind of a shame. I guess maybe they expect the adventures to do the heavy lifting here, which is kind of reasonable, but even from a character perspective, I want a place in the world, and a reason to do things. </p><p></p><p>That's part of why it seems anemic to me. It meets the goal of "here is what a resident of Faerun would know about this place," but it doesn't give me any reason to <em>care</em> about that place, or any sense that it hold a bigger appeal than brand tourism: "Now you can visit the place from the hit game that you might remember!"</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6755478, member: 2067"] I think I'd have appreciated a bit more cohesion and inspiration in the SCAG. Like, the Long Death monk tradition is a new tradition that is interesting. But, like, where on the Sword Coast do they come from? What organizations are they linked to? Where does my character go to become one? Not sure. Or, I'm reading upon Daggerford because Phalorm is coming up in my HotDQ game, thanks to a side-quest in the Mere of Dead Men. The description is pretty solid. But I'm still not sure what's special about it, why it got a write-up but, I dunno, Leilon didn't, or what plots I can hinge off of the goings-on there. There's nothing really going on, there, actually - it's a place you can go, but why you would go there or what adventures that location might contain are...not really noted. Not even like a one-sentence random-blah hook like "The ghost of Tyndal has been sighted haunting the bridge these days, pointing East on nights with a waning crescent moon." Even the great changes going on in Neverwinter are basically like "Yep, everything's fine now." Adventurers reportedly come there seeking riches, but where are these riches? What corners of the city are dangerous? What threatens them? That's not to say the book is horrible or anything, and some parts are better than others (Bladedancers being linked to elves, forex), just that it could do its job of inspiring adventurers to explore the Sword Coast and to counter the threats to it better. As a newly minted Monk of the Long Death, I don't have much of a place in the world, and I don't have any reason to go to Neverwinter, and that's kind of a shame. I guess maybe they expect the adventures to do the heavy lifting here, which is kind of reasonable, but even from a character perspective, I want a place in the world, and a reason to do things. That's part of why it seems anemic to me. It meets the goal of "here is what a resident of Faerun would know about this place," but it doesn't give me any reason to [I]care[/I] about that place, or any sense that it hold a bigger appeal than brand tourism: "Now you can visit the place from the hit game that you might remember!" [/QUOTE]
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