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General Tabletop Discussion
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Rank the Official 5e Adventures (Updated)
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<blockquote data-quote="Burnside" data-source="post: 8371226" data-attributes="member: 6910340"><p>My issues with SKT:</p><p></p><p>- It opens with 5 levels of prologue that are basically unconnected to the main story and are also a big combat slog.</p><p></p><p>- There is then a town siege scenario with a gimmick where the players are asked to temporarily run NPCs in addition to their own characters, for no particular reason. This section is a hassle to run. You might think it's worth it because the players will then feel a connection to the NPCs they've just played or the town they've just saved, but nope; these NPC characters are barely used thereafter, and the adventurers immediately leave the town on various fetch side quests, with no reason to ever return.</p><p></p><p>- For levels 5-7, the DM is basically told "Here's the Sword Coast; have them do some stuff. See you in two levels!" As a DM, the reason I'm buying a pre-written adventure is because I would like to be given an adventure to work off, not a 50-page thumbnail list of locations.</p><p></p><p>- At level 7-ish, the main adventure, advertised as covering levels 1-10, finally starts. There are some solid set-piece encounters and nice maps here, but in the end the main storyline is just okay and there's a risk of the adventurers being bigfooted in the main event by their powerful NPC allies. Also, without DM adjustments, it's quite possible that the players will never actually find out what is going on in terms of the overarching events that drive the "plot".</p></blockquote><p></p>
[QUOTE="Burnside, post: 8371226, member: 6910340"] My issues with SKT: - It opens with 5 levels of prologue that are basically unconnected to the main story and are also a big combat slog. - There is then a town siege scenario with a gimmick where the players are asked to temporarily run NPCs in addition to their own characters, for no particular reason. This section is a hassle to run. You might think it's worth it because the players will then feel a connection to the NPCs they've just played or the town they've just saved, but nope; these NPC characters are barely used thereafter, and the adventurers immediately leave the town on various fetch side quests, with no reason to ever return. - For levels 5-7, the DM is basically told "Here's the Sword Coast; have them do some stuff. See you in two levels!" As a DM, the reason I'm buying a pre-written adventure is because I would like to be given an adventure to work off, not a 50-page thumbnail list of locations. - At level 7-ish, the main adventure, advertised as covering levels 1-10, finally starts. There are some solid set-piece encounters and nice maps here, but in the end the main storyline is just okay and there's a risk of the adventurers being bigfooted in the main event by their powerful NPC allies. Also, without DM adjustments, it's quite possible that the players will never actually find out what is going on in terms of the overarching events that drive the "plot". [/QUOTE]
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Rank the Official 5e Adventures (Updated)
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