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How Wotc can improve the adventure books.
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<blockquote data-quote="Chaosmancer" data-source="post: 8108670" data-attributes="member: 6801228"><p>Right, and I agree. Build in reasons for their not to be a TPK in some of the fights. Maybe when fighting the Cult of Fire in Princes of the Apocalypse, they plan on sacrificing you in a ritual. Or trade you to the Earth Cult who wants miners (maybe even with a little inter-cult tension that they hope you are more trouble for them, so the fire cult can rise to more prominence). Tell us what happens when the players can't finish off an area, or a boss actually escapes. Do they come back? Where do they run to?</p><p></p><p>No one wants the adventure to just stop, so writing in ways for the DM to easily keep things moving is a huge boon. Because it helps prevent the scramble of a DM just making up a reason on the spot, which can feel bad for players and DMs who realize they are fudging the results to keep the players alive and working to win.</p><p></p><p></p><p></p><p></p><p>Agree. </p><p></p><p>I cannot tell you how many times a DM (one in particular who is still learning) has stopped us to read the text, only to read to far or read a detail that we aren't supposed to know, and then have to back track, telling us we aren't supposed to know that. </p><p></p><p>And then they reread it in silence, because they don't want to risk reading information early, and we are left sitting there waiting while they read the book. </p><p></p><p>--------------------------------------------------------------------------------------------------------------------------------</p><p></p><p>To poke at Mines some more, yeah, that first bit could be designed far better. It is one of the few bits of the Mine I got to play (con game) and that ambush and the subsequent walk through the woods is simply brutal for low level characters and new players. And nearly every online discussion of it I have ever seen has at some point mentioned that the ambush is far too deadly for level 1 characters. </p><p></p><p></p><p>I do wonder, thinking about an earlier post, if this is part of the problem of these adventures being written "by DnD players for DnD players". Like, as useful as having the stats for a goblin in the adventure would be, a DnD player knows not only does the table likely have access to the Monster Manual to look it up, but they also will feel slighted for purchasing something that includes information they already have. </p><p></p><p>It is an interesting thought</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8108670, member: 6801228"] Right, and I agree. Build in reasons for their not to be a TPK in some of the fights. Maybe when fighting the Cult of Fire in Princes of the Apocalypse, they plan on sacrificing you in a ritual. Or trade you to the Earth Cult who wants miners (maybe even with a little inter-cult tension that they hope you are more trouble for them, so the fire cult can rise to more prominence). Tell us what happens when the players can't finish off an area, or a boss actually escapes. Do they come back? Where do they run to? No one wants the adventure to just stop, so writing in ways for the DM to easily keep things moving is a huge boon. Because it helps prevent the scramble of a DM just making up a reason on the spot, which can feel bad for players and DMs who realize they are fudging the results to keep the players alive and working to win. Agree. I cannot tell you how many times a DM (one in particular who is still learning) has stopped us to read the text, only to read to far or read a detail that we aren't supposed to know, and then have to back track, telling us we aren't supposed to know that. And then they reread it in silence, because they don't want to risk reading information early, and we are left sitting there waiting while they read the book. -------------------------------------------------------------------------------------------------------------------------------- To poke at Mines some more, yeah, that first bit could be designed far better. It is one of the few bits of the Mine I got to play (con game) and that ambush and the subsequent walk through the woods is simply brutal for low level characters and new players. And nearly every online discussion of it I have ever seen has at some point mentioned that the ambush is far too deadly for level 1 characters. I do wonder, thinking about an earlier post, if this is part of the problem of these adventures being written "by DnD players for DnD players". Like, as useful as having the stats for a goblin in the adventure would be, a DnD player knows not only does the table likely have access to the Monster Manual to look it up, but they also will feel slighted for purchasing something that includes information they already have. It is an interesting thought [/QUOTE]
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