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Community
General Tabletop Discussion
*Dungeons & Dragons
Princes of the Apocalypse or Hoard of the Dragon Queen
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<blockquote data-quote="DaveDash" data-source="post: 6624303" data-attributes="member: 6786202"><p>As a player, it's not the linear "railroad" nature of the storyline that's an issue. It's an AP, so you have to go into an AP with a certain amount of "buy in".</p><p></p><p>There have been three points that have disappointed me greatly with this module (from a players PoV).</p><p></p><p>1. At times the story just completely breaks down to the point of ruining the suspension of disbelief. The whole caravan part of the adventure borderlines on absurd.</p><p>2. We've been railroaded into encounters that have been very difficult, with no foreshadowing, warning, or choice. The DC's to spot things have been way too high for low level characters, the encounters well beyond deadly, or traps that have been impossible to find. Our DM is new, he's learnt and adjusted things now, but for a while there where a few "Surprise!" encounters that were less than pleasant. </p><p>3. I'm all for tough challenges provided there is some sort of accomplishment at the end of it. D&D is about slaying monsters, getting treasure, and leveling up. HoTDQ certainly throws enough monsters at you to slay, but it kind of forgets about the last two points - if you run it as written. The hatchery was ridiculous, it was a grinding hard slog to get through that, and our reward? Nothing. You can't level because the module says so, and the best they do is throw a couple of coppers your way.</p><p></p><p>Our DM has rolled up his sleeve and started slicing and dicing the module, changing it to fit our group, which is great. My enjoyment of it has improved dramatically because of that. But as written I think it's a trap for new DM's and players.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6624303, member: 6786202"] As a player, it's not the linear "railroad" nature of the storyline that's an issue. It's an AP, so you have to go into an AP with a certain amount of "buy in". There have been three points that have disappointed me greatly with this module (from a players PoV). 1. At times the story just completely breaks down to the point of ruining the suspension of disbelief. The whole caravan part of the adventure borderlines on absurd. 2. We've been railroaded into encounters that have been very difficult, with no foreshadowing, warning, or choice. The DC's to spot things have been way too high for low level characters, the encounters well beyond deadly, or traps that have been impossible to find. Our DM is new, he's learnt and adjusted things now, but for a while there where a few "Surprise!" encounters that were less than pleasant. 3. I'm all for tough challenges provided there is some sort of accomplishment at the end of it. D&D is about slaying monsters, getting treasure, and leveling up. HoTDQ certainly throws enough monsters at you to slay, but it kind of forgets about the last two points - if you run it as written. The hatchery was ridiculous, it was a grinding hard slog to get through that, and our reward? Nothing. You can't level because the module says so, and the best they do is throw a couple of coppers your way. Our DM has rolled up his sleeve and started slicing and dicing the module, changing it to fit our group, which is great. My enjoyment of it has improved dramatically because of that. But as written I think it's a trap for new DM's and players. [/QUOTE]
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