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Mike Mearls interview re: Ghosts of Saltmarsh
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<blockquote data-quote="MNblockhead" data-source="post: 7608832" data-attributes="member: 6796661"><p>Well, your wallet is your vote. </p><p></p><p>I'm really liking what Matt Coleville is doing with Stronghold & Followers and his mass combat rules, but I'm interested in seeing what WotC will do with mass combat. I've been impressed with how well WotC has designed rules expansions in <em>Xanathar's </em>and <em>Ghosts of Saltmarsh</em>. They are simple, use existing mechanics in sensible ways, and capture the spirit of 5e well. </p><p></p><p>I've been using Ronny Hart's <a href="https://olddungeonmaster.files.wordpress.com/2015/05/5e_nautical_adventures.pdf" target="_blank"><em>Nautical Adventure</em></a> rules since soon after 5e came out. But I just received my copy of <em>Ghosts of Saltmarsh</em> in the mail and I've decided to switch to the official rules. They just fit the 5e system so nicely and give enough tactical crunch to scratch that itch without trying to create a complicated wargame subsystem. After one quick reading I feel that I have a good idea of how to run ship travel and combat and I think with minimal explanation, my players would be able to play using these rules with nothing more than their ship's stat block. I'm impressed.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7608832, member: 6796661"] Well, your wallet is your vote. I'm really liking what Matt Coleville is doing with Stronghold & Followers and his mass combat rules, but I'm interested in seeing what WotC will do with mass combat. I've been impressed with how well WotC has designed rules expansions in [I]Xanathar's [/I]and [I]Ghosts of Saltmarsh[/I]. They are simple, use existing mechanics in sensible ways, and capture the spirit of 5e well. I've been using Ronny Hart's [URL="https://olddungeonmaster.files.wordpress.com/2015/05/5e_nautical_adventures.pdf"][I]Nautical Adventure[/I][/URL] rules since soon after 5e came out. But I just received my copy of [I]Ghosts of Saltmarsh[/I] in the mail and I've decided to switch to the official rules. They just fit the 5e system so nicely and give enough tactical crunch to scratch that itch without trying to create a complicated wargame subsystem. After one quick reading I feel that I have a good idea of how to run ship travel and combat and I think with minimal explanation, my players would be able to play using these rules with nothing more than their ship's stat block. I'm impressed. [/QUOTE]
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