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General Tabletop Discussion
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Is Icewind Dale: Rime of the Frostmaiden the New D&D Adventure?
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<blockquote data-quote="pukunui" data-source="post: 8009748" data-attributes="member: 54629"><p>I've purchased (or downloaded for free thanks to the D&D remote play freebies) some Guild Adept stuff. I've also got the DDAL adventures through season 7 and have run most of Season 1 plus a few from various other seasons. I also own all of the hardcover adventures and have run quite a few of them.</p><p></p><p>In terms of quality, I would rate the hardcovers at the top, the Guild Adept stuff next, and run-of-the-mill DMs Guild stuff at various points below that.</p><p></p><p>However, I would like to point out that not even the hardcovers get it right all the time. Take the fact that FR has "tendays" instead of weeks. I've found plenty of references to weeks in the hardcovers. Despite there being an FR Style Guide for DMs Guild publishers, I still find even the Guild Adepts forget about tendays and refer to weeks instead. (I'm picking on weeks vs tendays because it's a detail that's easy for me to remember.)</p><p></p><p>That said, one of my biggest beefs with the Guild Adepts program is the idea that it's intended to be semi-official DLC to fill in the gaps of the hardcovers. I'm not a big fan of that.</p><p></p><p>Also, while the DMs Guild Adepts might get their stuff reviewed by WotC, it must only be a cursory review, because I've noticed plenty of inconsistencies between the hardcovers and the Guild Adept content that's meant to support them. Sometimes the entire premise of a DMs Guild product flies in the face of the hardcover's premise. </p><p></p><p>On top of that, we've now got Guild Adepts writing the main adventures. From what I've seen, <em>Baldur's Gate: Descent into Avernus </em>reads and plays like it was designed by a committee, because it was! It had like 16 different people working on the content IIRC, and many of them were popular DMs Guild content creators / Guild Adepts.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8009748, member: 54629"] I've purchased (or downloaded for free thanks to the D&D remote play freebies) some Guild Adept stuff. I've also got the DDAL adventures through season 7 and have run most of Season 1 plus a few from various other seasons. I also own all of the hardcover adventures and have run quite a few of them. In terms of quality, I would rate the hardcovers at the top, the Guild Adept stuff next, and run-of-the-mill DMs Guild stuff at various points below that. However, I would like to point out that not even the hardcovers get it right all the time. Take the fact that FR has "tendays" instead of weeks. I've found plenty of references to weeks in the hardcovers. Despite there being an FR Style Guide for DMs Guild publishers, I still find even the Guild Adepts forget about tendays and refer to weeks instead. (I'm picking on weeks vs tendays because it's a detail that's easy for me to remember.) That said, one of my biggest beefs with the Guild Adepts program is the idea that it's intended to be semi-official DLC to fill in the gaps of the hardcovers. I'm not a big fan of that. Also, while the DMs Guild Adepts might get their stuff reviewed by WotC, it must only be a cursory review, because I've noticed plenty of inconsistencies between the hardcovers and the Guild Adept content that's meant to support them. Sometimes the entire premise of a DMs Guild product flies in the face of the hardcover's premise. On top of that, we've now got Guild Adepts writing the main adventures. From what I've seen, [I]Baldur's Gate: Descent into Avernus [/I]reads and plays like it was designed by a committee, because it was! It had like 16 different people working on the content IIRC, and many of them were popular DMs Guild content creators / Guild Adepts.[I] [/I] [/QUOTE]
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Is Icewind Dale: Rime of the Frostmaiden the New D&D Adventure?
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