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How We Beat the HD, HotDQ, Spoilers
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<blockquote data-quote="Joe Liker" data-source="post: 6396785" data-attributes="member: 6777505"><p>As the first full official published campaign of a new edition, HotDQ puts an awfully big burden on the DM to finesse some very complicated, highly variable situations and keep the story moving within some rather strict parameters.</p><p></p><p>Any DM with little or no experience is bound to do what my (experienced, if slightly rusty) DM did and basically tell the characters how to proceed. He tried to couch his direction as hints ("Your characters know that course of action would probably get them killed," or "The honorable thing to do would be such and such," or "Here is an unrealistic option that seems totally logical to your characters because <em>reasons!"</em>); however, we as players felt constantly frustrated and railroaded at every turn.</p><p></p><p>(Basically, if you have to tell me what my character thinks or believes -- as opposed to what he sees or objectively knows -- something has gone terribly wrong.)</p><p></p><p>I think the main problem is that in trying to make the story seem epic, they've created a module that's very linear and heavy-handed. A good published adventure gives a thorough background and description of the setting, but only a broad sketch of how the plot will likely advance. This one is just the opposite -- it gives a sketchy background and a vague setting, but a detailed, rigid sequence of events that must be followed or the whole thing falls apart.</p><p></p><p>At least, that's my impression as a player who has neither completed the adventure nor actually read the material.</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6396785, member: 6777505"] As the first full official published campaign of a new edition, HotDQ puts an awfully big burden on the DM to finesse some very complicated, highly variable situations and keep the story moving within some rather strict parameters. Any DM with little or no experience is bound to do what my (experienced, if slightly rusty) DM did and basically tell the characters how to proceed. He tried to couch his direction as hints ("Your characters know that course of action would probably get them killed," or "The honorable thing to do would be such and such," or "Here is an unrealistic option that seems totally logical to your characters because [I]reasons!"[/I]); however, we as players felt constantly frustrated and railroaded at every turn. (Basically, if you have to tell me what my character thinks or believes -- as opposed to what he sees or objectively knows -- something has gone terribly wrong.) I think the main problem is that in trying to make the story seem epic, they've created a module that's very linear and heavy-handed. A good published adventure gives a thorough background and description of the setting, but only a broad sketch of how the plot will likely advance. This one is just the opposite -- it gives a sketchy background and a vague setting, but a detailed, rigid sequence of events that must be followed or the whole thing falls apart. At least, that's my impression as a player who has neither completed the adventure nor actually read the material. [/QUOTE]
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