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How you going to roll... 5.24 into your game(s)?
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<blockquote data-quote="CapnZapp" data-source="post: 9396289" data-attributes="member: 12731"><p>[SPOILER="Since this is a tangent, post hidden within spoiler tags"]</p><p>At this point, I've identified three promising candidates:</p><p></p><p><em>Call from the Deep</em></p><p><em>Odyssey of the Dragonlords</em></p><p><em>Dungeons of Drakkenheim</em></p><p></p><p>They're all 1-13 campaigns. They all have at least some good reviews. They all offer custom material such as races or backgrounds (which I'm not going to use since this is a 2024 PHB playtest). They're also very different from each other. </p><p></p><p>Deep is probably the most straightforward or vanilla, in that you're playing "true" heroes, and the campaign is more or less a string of events that take you from one place to the next. This sort of campaign is easy for players, but motivation can be hurt if players feel their actions don't matter, they're just along for the ride.</p><p></p><p>Dragonlords is probably similar in structure, but everything is covered in a thick layer of lore and background. Luckily it's set in a fantasy version of ancient Greece and not the real thing; players aren't asked to remember details from actual legends. Not sure my players will feel at home; it's critical that as a player you feel confident within the setting, that you know what and how you can act without being surprised. (If you don't watch police procedurals or read sci-fi, you can feel lost if you play a gumshoe adventure or play in outer space. Not everybody is well-versed in the genre tropes of detective stories, science fiction, or in this case, greek myth and legends)</p><p></p><p>Drakkenheim is very open-ended, in that it doesn't care how you achieve your goals, who you ally with and who you destroy along the way. It also feels like the risky option: more than one module turns off the players by being too dark, too grim and not sufficiently motivating the players to keep risking their characters' lives. </p><p></p><p>Haven't made any final decisions just yet, but maybe I'm leaning toward Drakkenheim. After all, if the DM isn't invested in the world or the story, nothing can save that campaign, so I need to choose something that gives <em>me</em> energy.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9396289, member: 12731"] [SPOILER="Since this is a tangent, post hidden within spoiler tags"] At this point, I've identified three promising candidates: [I]Call from the Deep Odyssey of the Dragonlords Dungeons of Drakkenheim[/I] They're all 1-13 campaigns. They all have at least some good reviews. They all offer custom material such as races or backgrounds (which I'm not going to use since this is a 2024 PHB playtest). They're also very different from each other. Deep is probably the most straightforward or vanilla, in that you're playing "true" heroes, and the campaign is more or less a string of events that take you from one place to the next. This sort of campaign is easy for players, but motivation can be hurt if players feel their actions don't matter, they're just along for the ride. Dragonlords is probably similar in structure, but everything is covered in a thick layer of lore and background. Luckily it's set in a fantasy version of ancient Greece and not the real thing; players aren't asked to remember details from actual legends. Not sure my players will feel at home; it's critical that as a player you feel confident within the setting, that you know what and how you can act without being surprised. (If you don't watch police procedurals or read sci-fi, you can feel lost if you play a gumshoe adventure or play in outer space. Not everybody is well-versed in the genre tropes of detective stories, science fiction, or in this case, greek myth and legends) Drakkenheim is very open-ended, in that it doesn't care how you achieve your goals, who you ally with and who you destroy along the way. It also feels like the risky option: more than one module turns off the players by being too dark, too grim and not sufficiently motivating the players to keep risking their characters' lives. Haven't made any final decisions just yet, but maybe I'm leaning toward Drakkenheim. After all, if the DM isn't invested in the world or the story, nothing can save that campaign, so I need to choose something that gives [I]me[/I] energy. [/SPOILER] [/QUOTE]
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