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General Tabletop Discussion
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Let's Talk About WotC DM Supplements.
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<blockquote data-quote="ourchair" data-source="post: 5344414" data-attributes="member: 85362"><p>I quite liked the Vor Rukoth supplement too. I think the flavor of the town is quite interesting, and the various factions outlined are not too over-written. It strikes a nice balance between being functionally useful for the DM to build with but not being so rigidly written as to require you to 'rewrite'.</p><p></p><p>If anything it's possible to run the site straight from the book so that when players encounter specific NPCs, you can play them as is, but without being 'committed' to whatever motivations they could possibly have.</p><p></p><p></p><p>Me too. The people I've met who pooh-pooh these books are generally the ones who already have a strong amount of confidence in running games and are basically arrogantly dismissive about the utility of these books because they take their own experience/skills for granted and assume that anyone else who can't work without a bit of a nudge here and there just aren't trying hard enough.</p><p></p><p>Same here.</p><p></p><p>I think as someone who is new to D&D and its 'fluff traditions' these kinds of books (Underdark, The Plane Below) make it easier for me to grok what I'm supposed to be doing with these components. </p><p></p><p>Like okay, I've heard about the iconic subterranean realm of the Underdark through osmosis, but now that I'm actually running D&D, I'd like to know what makes it special in terms of building campaigns around it and creating player-relevant stories with it in mind and having sample campaign arcs really helps in that regard.</p></blockquote><p></p>
[QUOTE="ourchair, post: 5344414, member: 85362"] I quite liked the Vor Rukoth supplement too. I think the flavor of the town is quite interesting, and the various factions outlined are not too over-written. It strikes a nice balance between being functionally useful for the DM to build with but not being so rigidly written as to require you to 'rewrite'. If anything it's possible to run the site straight from the book so that when players encounter specific NPCs, you can play them as is, but without being 'committed' to whatever motivations they could possibly have. Me too. The people I've met who pooh-pooh these books are generally the ones who already have a strong amount of confidence in running games and are basically arrogantly dismissive about the utility of these books because they take their own experience/skills for granted and assume that anyone else who can't work without a bit of a nudge here and there just aren't trying hard enough. Same here. I think as someone who is new to D&D and its 'fluff traditions' these kinds of books (Underdark, The Plane Below) make it easier for me to grok what I'm supposed to be doing with these components. Like okay, I've heard about the iconic subterranean realm of the Underdark through osmosis, but now that I'm actually running D&D, I'd like to know what makes it special in terms of building campaigns around it and creating player-relevant stories with it in mind and having sample campaign arcs really helps in that regard. [/QUOTE]
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