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Recommendation for WotBS
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<blockquote data-quote="Blackbrrd" data-source="post: 5033711" data-attributes="member: 63962"><p>I have just read through the Player's and DM's guide for WotBS, as well as the intro for the first two modules: The Scouring of Gate Pass and The Indomitable Fire Forest of Innenotdar.</p><p></p><p>My first impression is that it's a really solid piece of work. </p><p></p><ul> <li data-xf-list-type="ul">The Player's guide give lots of detailed info about the starting place of the campaign and should help bring it to life. At the same time it's quite compact and with very little wasted space</li> <li data-xf-list-type="ul">The DM's guide intro reads like a good book and gives a real sense of the setting and campaign.</li> <li data-xf-list-type="ul">The first module has a strong story and merges perfectly with the background information from the Player's guide.</li> <li data-xf-list-type="ul">The second module has some really interesting twist and turns making me really look forward to DM-ing it.</li> </ul><p>I have previously looked at quite a few modules and discarded them all due to the amount of dungeon crawling and lack of interesting scenery and plot. This campaign looks like the start of an epic tale and has none of the shortcomings other titles have had.</p><p></p><p>I have previously DM-ed The Red Hand of Doom in Dnd 3.5 which I enjoyed a lot. I think this campaign will give me an even better experience. More interaction with NPC's, more choices for the players and interesting scenery.</p><p></p><p>It really strikes me after reading through the encounters - all of them push, prod, hints or shows of some of the story, characters or the world. It is really inspiring to read. What I like is that the characters are so closely bound to the people they fight as proceed through the modules.</p><p></p><p>I think the players will see that putting their thinking hat on will help them in every encounter. Sometimes they get a hint, sometimes they avoid getting an enemy, sometimes their reputation is at stake. I believe the immersion when playing this campaign is going to be very good.</p><p></p><p>Looking at the huge array of characters, twists and turns presented I am going to wish I was able to run this campaign a second time after I am done with it the first time, so that I can "fix" all the little things I am going to forget. (Not that the players are going to notice, even if I remember giving out half the hints presented, it's going to be great).</p><p></p><p>This is getting me all excited about DM-ing again, so thanks Enworld! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 5033711, member: 63962"] I have just read through the Player's and DM's guide for WotBS, as well as the intro for the first two modules: The Scouring of Gate Pass and The Indomitable Fire Forest of Innenotdar. My first impression is that it's a really solid piece of work. [LIST] [*]The Player's guide give lots of detailed info about the starting place of the campaign and should help bring it to life. At the same time it's quite compact and with very little wasted space [*]The DM's guide intro reads like a good book and gives a real sense of the setting and campaign. [*]The first module has a strong story and merges perfectly with the background information from the Player's guide. [*]The second module has some really interesting twist and turns making me really look forward to DM-ing it. [/LIST] I have previously looked at quite a few modules and discarded them all due to the amount of dungeon crawling and lack of interesting scenery and plot. This campaign looks like the start of an epic tale and has none of the shortcomings other titles have had. I have previously DM-ed The Red Hand of Doom in Dnd 3.5 which I enjoyed a lot. I think this campaign will give me an even better experience. More interaction with NPC's, more choices for the players and interesting scenery. It really strikes me after reading through the encounters - all of them push, prod, hints or shows of some of the story, characters or the world. It is really inspiring to read. What I like is that the characters are so closely bound to the people they fight as proceed through the modules. I think the players will see that putting their thinking hat on will help them in every encounter. Sometimes they get a hint, sometimes they avoid getting an enemy, sometimes their reputation is at stake. I believe the immersion when playing this campaign is going to be very good. Looking at the huge array of characters, twists and turns presented I am going to wish I was able to run this campaign a second time after I am done with it the first time, so that I can "fix" all the little things I am going to forget. (Not that the players are going to notice, even if I remember giving out half the hints presented, it's going to be great). This is getting me all excited about DM-ing again, so thanks Enworld! :D [/QUOTE]
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