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Hoard of the Dragon Queen - a solid D effort.
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<blockquote data-quote="Lanefan" data-source="post: 6375974" data-attributes="member: 29398"><p>Having glanced over this adventure the other day and now having read the OP's review, I wonder:</p><p></p><p>Is the adventure's underlying problem simply one of being too big and-or trying to do too much?</p><p></p><p>I mean sure, they wanted the first adventure for 5e to be a big hard-bound book, but I find those sort of adventures don't work so well unless you a) commit to the whole mini-path they present, and b) either commit to the backstory as presented (which in this case means committing to a boatload of FR canon) or be ready to do a lot of work to fix it.</p><p></p><p>Some are comparing it to 4e's Keep on the Shadowfell; and while KotS wasn't always brilliant it really did have one great thing going for it: it was at its heart a simple dungeon module that one could (and I did) plop in to pretty much any setting and-or locale and have it play as intended. [disclaimer: I ran it converted to 1e after which it certainly did *not* play as intended; but that's more the system's fault than the module's]</p><p></p><p>I wonder if Hoard...Queen might have worked better if released as a series of smaller, more modular adventures; which could be run as a path or as stand-alones in a larger campaign, as desired by the DM. I think here of 1e's A-series (Slavers) which are intended to be run as something of a path but can - at least in the case of A1 and A2 - be easily used as stand-alone adventures without reference to any of the others.</p><p></p><p>Lan-"if the so-called 'hoard' here is representative of the treasure levels throughout 5e my players will never convert"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6375974, member: 29398"] Having glanced over this adventure the other day and now having read the OP's review, I wonder: Is the adventure's underlying problem simply one of being too big and-or trying to do too much? I mean sure, they wanted the first adventure for 5e to be a big hard-bound book, but I find those sort of adventures don't work so well unless you a) commit to the whole mini-path they present, and b) either commit to the backstory as presented (which in this case means committing to a boatload of FR canon) or be ready to do a lot of work to fix it. Some are comparing it to 4e's Keep on the Shadowfell; and while KotS wasn't always brilliant it really did have one great thing going for it: it was at its heart a simple dungeon module that one could (and I did) plop in to pretty much any setting and-or locale and have it play as intended. [disclaimer: I ran it converted to 1e after which it certainly did *not* play as intended; but that's more the system's fault than the module's] I wonder if Hoard...Queen might have worked better if released as a series of smaller, more modular adventures; which could be run as a path or as stand-alones in a larger campaign, as desired by the DM. I think here of 1e's A-series (Slavers) which are intended to be run as something of a path but can - at least in the case of A1 and A2 - be easily used as stand-alone adventures without reference to any of the others. Lan-"if the so-called 'hoard' here is representative of the treasure levels throughout 5e my players will never convert"-efan [/QUOTE]
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