Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Matt Colville’s Strongholds and Followers
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="77IM" data-source="post: 7536786" data-attributes="member: 12377"><p>I was kind of disappointed in this book. I definitely really like parts of it, but overall it wasn't what I was expecting, and I don't think I'll find it super useful.</p><p></p><p>It's got a ton of good ideas, but they are buried under poor writing and filler, and some are underdeveloped. His writing style is very chatty in a way that turns me off; I keep skipping whole paragraphs thinking "Get to the point, already!" The game mechanics are often worded poorly -- like, I know what he means, I think, but maybe someone with a better grasp of 5e could have given this a once over? And honestly, I don't need footnotes about why the French invasion of Russia failed; save it for forum arguments.</p><p></p><p>Much of the book seems like padding just to increase word count or persuade the reader of something. As an example, on page 11, there's a half-column sidebar entitled "Paying More To Get It Done Faster," which has 3 paragraphs of text that can basically be summed up as "You can't." Not only is this answer wrong (he cites <em>The Mythical Man-Month</em> as proof, but that's a book about software engineering, which is a very different endeavor than construction), it's also boring. It would have been faster and more interesting to say something like, "Hiring more workers and better supervisors can speed things up, but with a sharp diminishing return. Reduce the time by 10% for every doubling of gold spent." That's such a steep cost that most players will not pursue this path. But instead, he writes 3 paragraphs about why it won't work.</p><p></p><p>Now, all that said, there is tremendous creativity in this book. I particularly love the monsters in the appendix -- these are fantastic, in multiple senses of the word. I love the freakish angels and the tentacular Court of All Flesh and the robotic Inexorables. Even the gem dragons are presented in a pretty cool and interesting way. I also love the "Strongholds by Class" starting on p.40. These are very evocative, and it's neat how they apply "Lair" effects to PCs. The Follower tables are a really good and concise combination of flavor and mechanics that work really well. And the fact that each class's info fits on a single page (except Paladins, who get more goodies) makes it very easy to digest (unlike the rest of the Strongholds chapter). The DM advice is also pretty good, and I appreciate all the times when he points out alternate approaches the DM could take, so that people understand which parts of the system can be flexible without becoming broken. Finally, nothing I've criticized so far applies to the excellent Warfare rules in the appendix -- those are tightly crafted, and the writing gets right down to business.</p><p></p><p>In short, it seems to me that Colville is really excellent at coming up with creative and useful ideas, but should really pair up with someone who knows how to write rules text, or maybe with a ruthless editor who is willing to take the red pen to all the extraneous filler. If I were actually going to use this book in game-play, I'd probably print out page 10 (stronghold cost & time) and all the class-specific pages, and then wing it from there.</p></blockquote><p></p>
[QUOTE="77IM, post: 7536786, member: 12377"] I was kind of disappointed in this book. I definitely really like parts of it, but overall it wasn't what I was expecting, and I don't think I'll find it super useful. It's got a ton of good ideas, but they are buried under poor writing and filler, and some are underdeveloped. His writing style is very chatty in a way that turns me off; I keep skipping whole paragraphs thinking "Get to the point, already!" The game mechanics are often worded poorly -- like, I know what he means, I think, but maybe someone with a better grasp of 5e could have given this a once over? And honestly, I don't need footnotes about why the French invasion of Russia failed; save it for forum arguments. Much of the book seems like padding just to increase word count or persuade the reader of something. As an example, on page 11, there's a half-column sidebar entitled "Paying More To Get It Done Faster," which has 3 paragraphs of text that can basically be summed up as "You can't." Not only is this answer wrong (he cites [I]The Mythical Man-Month[/I] as proof, but that's a book about software engineering, which is a very different endeavor than construction), it's also boring. It would have been faster and more interesting to say something like, "Hiring more workers and better supervisors can speed things up, but with a sharp diminishing return. Reduce the time by 10% for every doubling of gold spent." That's such a steep cost that most players will not pursue this path. But instead, he writes 3 paragraphs about why it won't work. Now, all that said, there is tremendous creativity in this book. I particularly love the monsters in the appendix -- these are fantastic, in multiple senses of the word. I love the freakish angels and the tentacular Court of All Flesh and the robotic Inexorables. Even the gem dragons are presented in a pretty cool and interesting way. I also love the "Strongholds by Class" starting on p.40. These are very evocative, and it's neat how they apply "Lair" effects to PCs. The Follower tables are a really good and concise combination of flavor and mechanics that work really well. And the fact that each class's info fits on a single page (except Paladins, who get more goodies) makes it very easy to digest (unlike the rest of the Strongholds chapter). The DM advice is also pretty good, and I appreciate all the times when he points out alternate approaches the DM could take, so that people understand which parts of the system can be flexible without becoming broken. Finally, nothing I've criticized so far applies to the excellent Warfare rules in the appendix -- those are tightly crafted, and the writing gets right down to business. In short, it seems to me that Colville is really excellent at coming up with creative and useful ideas, but should really pair up with someone who knows how to write rules text, or maybe with a ruthless editor who is willing to take the red pen to all the extraneous filler. If I were actually going to use this book in game-play, I'd probably print out page 10 (stronghold cost & time) and all the class-specific pages, and then wing it from there. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Matt Colville’s Strongholds and Followers
Top