The adventure, as described, is very weak, IMHO. But there's so much stuff and ideas that, by adding my own material, I got an excellent ten levels worth of campaign.As a set of dungeons and city gazateer, it is pretty great for mining material.
The adventure, as described, is very weak, IMHO. But there's so much stuff and ideas that, by adding my own material, I got an excellent ten levels worth of campaign.As a set of dungeons and city gazateer, it is pretty great for mining material.
That's fair: I honestly think all the Adventure books are much stronger if they are viewed as boxes of parts to use more than a pre-programmed experience that will just go, but Dragon Heist is more guilty of that than the others I would say.The adventure, as described, is very weak, IMHO. But there's so much stuff and ideas that, by adding my own material, I got an excellent ten levels worth of campaign.
Gotta say, every book that has come up in this thread I have seen someone, somewhere else, sing that book's praise as something they got good use out of. SO I think it is reasonable to say that every book they have put out is at least useful to someone. No "Forest Oracle" abomination stinkers.Everything is at least okay.
That was actually a source of big controversy in the Magic community when the (overall very well received) Steixhaven card set was current, particularly from European and Latin American players: all the card tropes were American College stereotypes, and the card design team didn't actively notice thst until they started getting complaints. They just thought that the Amwrican College experience was normative. So that, at least, is the book following the source material. I haven't run the Adventure, bit I am intrigues by it's original structure and mechanics, and am curious how it would play out in practice.Strixhaven. I was expecting a compelling setting describing a fantastical magical academy. I got an adventure set in a "fantasy" modern American college.
That's not really all that surprising considering that MtG is an American made card game so it makes sense that the designers would follow what was a normal college experience for them when designing the cards.That was actually a source of big controversy in the Magic community when the (overall very well received) Steixhaven card set was current, particularly from European and Latin American players: all the card tropes were American College stereotypes, and the card design team didn't actively notice thst until they started getting complaints. They just thought that the Amwrican College experience was normative. So that, at least, is the book following the source material. I haven't run the Adventure, bit I am intrigues by it's original structure and mechanics, and am curious how it would play out in practice.
True, but given the strong "Not Harry Potter" vibes, folks were surprised that the main themes were like a standard Hollywood College comedy.That's not really all that surprising considering that MtG is an American made card game so it makes sense that the designers would follow what was a normal college experience for them when designing the cards.
Is it intended to be college? Very different experience than any kind of secondary school, British boarding school or otherwise.That's not really all that surprising considering that MtG is an American made card game so it makes sense that the designers would follow what was a normal college experience for them when designing the cards.