Hussar
Legend
Dunno why people have such a hate on for Dragonheist. I've run it twice to great effect. It's a really fun module. I dunno. I really liked it.Sure, but better than buying an entire crappy hardcover. coughdragonheistcough
Dunno why people have such a hate on for Dragonheist. I've run it twice to great effect. It's a really fun module. I dunno. I really liked it.Sure, but better than buying an entire crappy hardcover. coughdragonheistcough
It would have been much better received if it wasn't called Dragonheist.Dunno why people have such a hate on for Dragonheist. I've run it twice to great effect. It's a really fun module. I dunno. I really liked it.
For me, it boils down to the amount of effort the writers put into taking away the players’ agency throughout the adventure. That and the fact that it can’t decide what kind of adventure it wants to be. The book is great as a toolbox, though, so I don’t regret purchasing it.Dunno why people have such a hate on for Dragonheist. I've run it twice to great effect. It's a really fun module. I dunno. I really liked it.
You say that, but once you discount the stuff that's already been done, the stuff that won't be redone because it's problematic in various ways, and the stuff that was always just dross, I'm not convinced there actually is all that much left.Wotc is sitting on a mountain of old IP they can mine to do anything they want with.
But having a single main passage is more efficient with regards to tunnelling if you are building underground. It's also very common in schools in my experience (even though two corridors and a one-way system would produce fewer collisions).True, but most people also want to get from point A to point B efficiently, so having numerous different connecting passages makes sense.
Then maybe those folks should take a step and get some perspective. Maybe take a more pragmatic view of a product than just feeling like the name isn’t good enough?It would have been much better received if it wasn't called Dragonheist.
Yeah. Honestly, the adventure’s name is the least of its problems.Then maybe those folks should take a step and get some perspective. Maybe take a more pragmatic view of a product than just feeling like the name isn’t good enough?
That's up to them. The point is, they can use what they want, and there's plenty of stuff (good stuff IMO) that they haven't used yet.You say that, but once you discount the stuff that's already been done, the stuff that won't be redone because it's problematic in various ways, and the stuff that was always just dross, I'm not convinced there actually is all that much left.
So would I, but the print process that produced the blue maps is dead, along with the possibility of manufacturing modules cheaply enough to sell at a profit.And wouldn't it be fun to buy "modules" again, with the maps printed on the removable, heavy-weight covers? (Although I would prefer modern cartography, not TSR blue.)
There is a difference between art being a stylistic choice vs just being very well done. It’s also not just the quality it’s the volume of art. I like to be able to show evocative features of a site or person to my players not just have art in a book to break up the text.It's art, so opinions vary and always will.
Bad. Focus on standalone adventures instead of paths and compilations would be far better. Not everything has to be a full-size hardcover book.
Bad. I'd like the focus to remain squarely on the tabletop where it belongs.