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Princes of the Apolcalypse/Adventurer's Handbook by Sasquatch Game Studios
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<blockquote data-quote="Nilbog" data-source="post: 6366591" data-attributes="member: 98183"><p>I don't mind this approach. </p><p></p><p>They are getting talented individuals to create what hopefully will be exciting adventures, this keeps the core wizard staff free to work on expanding the core rules more (it will be interesting to see what Mearls and co are working on after a taking a well deserved break!).</p><p></p><p>I agree that its a shame that the AP's so far are all of the save the world variety, and quite traditional in approach, but I can see the logic behind this, after all if you are wanting to attract new customers something as epic as saving the world from an evil dragon goddess or a banished elemental of madness seems more enticing than setting an abbey back on the straight and narrow after it stumbled upon a pack of cards (don't get me wrong madness at Gardmore was awesome!) </p><p></p><p>I imagine there thinking is that for smaller (in scale) adventures such as Gardmore, the traditional hardcore player will be able to design it by themselves or that 3rd parties will fill this void.</p><p></p><p>These are 5e's baby steps and although from my perspective I wish they'd have been a bit more adventurous (especially with monsters but that's a whole different discussion <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ) I can totally understand the way they are doing it, and to be honest with adventures it suits my personal circumstance better as real life is meaning our group has less and less time particularly DM side, so anything that lets us game with less prep time is welcome, and coming from 4e where pre-published adventures were of variable quality to say the least this is a step forward</p><p></p><p>I think what will be make or break time will be the second phase, when they need to start innovating more, will do this or still play it safe?</p></blockquote><p></p>
[QUOTE="Nilbog, post: 6366591, member: 98183"] I don't mind this approach. They are getting talented individuals to create what hopefully will be exciting adventures, this keeps the core wizard staff free to work on expanding the core rules more (it will be interesting to see what Mearls and co are working on after a taking a well deserved break!). I agree that its a shame that the AP's so far are all of the save the world variety, and quite traditional in approach, but I can see the logic behind this, after all if you are wanting to attract new customers something as epic as saving the world from an evil dragon goddess or a banished elemental of madness seems more enticing than setting an abbey back on the straight and narrow after it stumbled upon a pack of cards (don't get me wrong madness at Gardmore was awesome!) I imagine there thinking is that for smaller (in scale) adventures such as Gardmore, the traditional hardcore player will be able to design it by themselves or that 3rd parties will fill this void. These are 5e's baby steps and although from my perspective I wish they'd have been a bit more adventurous (especially with monsters but that's a whole different discussion ;) ) I can totally understand the way they are doing it, and to be honest with adventures it suits my personal circumstance better as real life is meaning our group has less and less time particularly DM side, so anything that lets us game with less prep time is welcome, and coming from 4e where pre-published adventures were of variable quality to say the least this is a step forward I think what will be make or break time will be the second phase, when they need to start innovating more, will do this or still play it safe? [/QUOTE]
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