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Community
General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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<blockquote data-quote="auburn2" data-source="post: 6898152" data-attributes="member: 6855259"><p>I would tend to agree with the OP. I transitioned straight from 1e to 5e in 2015. I dabbled in 2e back in the 90s and played 3e on the computer but my p&p experience is mostly 1e and & 5e. My current gaming group started our first 1e campaign back around 2010 and transitioned to 5e after we had literally played every 1e module available (mostly from ebay) a couple 2e modules converted, and about 6 homeade modules. </p><p></p><p>We played 8 different adventuring groups, three low level groups for single modules, the entire dragon lance saga, one group level 1-15 (TPK) and two groups to about level 1-10 (one TPK). With the exception of dragonlance we set them all in the forgotten realms, but none of them in the same area. One of the level 10 groups traveled to every quarter of the realms before getting wiped out while the group that made it to level 15 never left the north coast of the Moonsea. </p><p></p><p>The great thing is with the exception of dragonlance we were never stuck in one story. We played Strahd, we played slavers, we played descent but these were 3-module campaigns that would conclude and then we would rest up and then save the town/world/universe from something else. </p><p></p><p>At times the mega adventures just seem too long. The players seem to be stuck one story.To a degree this limits the ability of the DM to develop the setting since he has to keep the characters in the storyline. The characters identities are tied to the story line. Playing shorter modules lets the DM create the environment stringing modules together. In this respect the character identities are really separate from the current "job".</p></blockquote><p></p>
[QUOTE="auburn2, post: 6898152, member: 6855259"] I would tend to agree with the OP. I transitioned straight from 1e to 5e in 2015. I dabbled in 2e back in the 90s and played 3e on the computer but my p&p experience is mostly 1e and & 5e. My current gaming group started our first 1e campaign back around 2010 and transitioned to 5e after we had literally played every 1e module available (mostly from ebay) a couple 2e modules converted, and about 6 homeade modules. We played 8 different adventuring groups, three low level groups for single modules, the entire dragon lance saga, one group level 1-15 (TPK) and two groups to about level 1-10 (one TPK). With the exception of dragonlance we set them all in the forgotten realms, but none of them in the same area. One of the level 10 groups traveled to every quarter of the realms before getting wiped out while the group that made it to level 15 never left the north coast of the Moonsea. The great thing is with the exception of dragonlance we were never stuck in one story. We played Strahd, we played slavers, we played descent but these were 3-module campaigns that would conclude and then we would rest up and then save the town/world/universe from something else. At times the mega adventures just seem too long. The players seem to be stuck one story.To a degree this limits the ability of the DM to develop the setting since he has to keep the characters in the storyline. The characters identities are tied to the story line. Playing shorter modules lets the DM create the environment stringing modules together. In this respect the character identities are really separate from the current "job". [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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