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Ghosts of Dragonspear Castle: A Railroady Adventure and Exclusive Gen Con D&D Next Softcover Ruleset
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<blockquote data-quote="DocSER" data-source="post: 7652789" data-attributes="member: 7699"><p>I can provide a bit of a complement to this review -- as someone who played through the whole adventure at Gencon. The only way we got through it in the time allowed was that the DM throttled back on random encounters when he noticed we were more interested in getting through the narrative than literal implementation of module. He was also nice enough to only punish us for our haste at the end when the punishment was entertaining (where we did not follow-up on leads we knew were there but were on a ticking clock). </p><p></p><p>The adventure had some nice set pieces and some classic-feeling trap/exploration elements. It reminded me of some of my memory of 1E play -- which is a bit different than 1E as written and re-read today. I don't want to provide spoilers but I thought the set-pieces were better than the overall plot and may warrant the price of the adventure.</p><p></p><p>My group took advantage of the options for talking to NPC/villains -- maybe a bit too much. We talked our way through at least 3-4 of the major encounters. This sped things along and was fun for RP purposes but your group will need to calibrate that to their own interests. Luckily, this is an element that groups seem likely to calibrate themselves. </p><p></p><p>My chief complaint **vague spoiler** is that there almost no link between the actions of the adventures in the first 80% of the adventure and what happens in the climax. The party could have jumped right in to the last part of the adventure and the climax would play out the same. In fact, we openly wondered what happened to all of the mcguffins we chased in the first part of the adventure **vend spoiler** </p><p></p><p>The problems with the adventure did not spoil our fun. We openly joked about obvious DV moments. We quickly got past the problems with the hook (we just took the obvious hints and wanted to buy in to the story), ignored the railroad-y components, and the problems in the late part. </p><p></p><p>The strongest part of the adventure was how well it trained people on their characters and illustrated the steady progression through levels. I left the playtest much more optimistic about the state of DNDNext.</p></blockquote><p></p>
[QUOTE="DocSER, post: 7652789, member: 7699"] I can provide a bit of a complement to this review -- as someone who played through the whole adventure at Gencon. The only way we got through it in the time allowed was that the DM throttled back on random encounters when he noticed we were more interested in getting through the narrative than literal implementation of module. He was also nice enough to only punish us for our haste at the end when the punishment was entertaining (where we did not follow-up on leads we knew were there but were on a ticking clock). The adventure had some nice set pieces and some classic-feeling trap/exploration elements. It reminded me of some of my memory of 1E play -- which is a bit different than 1E as written and re-read today. I don't want to provide spoilers but I thought the set-pieces were better than the overall plot and may warrant the price of the adventure. My group took advantage of the options for talking to NPC/villains -- maybe a bit too much. We talked our way through at least 3-4 of the major encounters. This sped things along and was fun for RP purposes but your group will need to calibrate that to their own interests. Luckily, this is an element that groups seem likely to calibrate themselves. My chief complaint **vague spoiler** is that there almost no link between the actions of the adventures in the first 80% of the adventure and what happens in the climax. The party could have jumped right in to the last part of the adventure and the climax would play out the same. In fact, we openly wondered what happened to all of the mcguffins we chased in the first part of the adventure **vend spoiler** The problems with the adventure did not spoil our fun. We openly joked about obvious DV moments. We quickly got past the problems with the hook (we just took the obvious hints and wanted to buy in to the story), ignored the railroad-y components, and the problems in the late part. The strongest part of the adventure was how well it trained people on their characters and illustrated the steady progression through levels. I left the playtest much more optimistic about the state of DNDNext. [/QUOTE]
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