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Review Dragon Heist, Mad Mage, and Ravnica!
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<blockquote data-quote="Magister Ludorum" data-source="post: 7767138" data-attributes="member: 6862253"><p>I own Dragon Heist, but haven't read it yet because I'm currently playing it. I can't review it as GM or a reader.</p><p></p><p>I can say that I love playing it. </p><p></p><p>The city of Waterdeep feels extremely alive to me. There are extraordinarily interesting NPCs to interact with, and lots of opportunity for role playing. We've gotten to the point where we've heard all about the stolen dragons. It never would have occurred to us that we would get to steal them and keep them. It's much too much money to go unnoticed. This is an issue since the original owners of the horde will likely want it returned. So far, we've discovered some very bad people (whom we really have come to hate), and we're happy to be getting the money before them so we can thwart their plans. If we can only keep a small portion as a reward - we couldn't care less.</p><p></p><p>I can't wait to find out what happens next.</p><p></p><p>For me, that's all that's important in a published adventure.</p><p></p><p>If I weren't playing it, I still wouldn't be running it as is. I've been GMing this game since 1978. I've read every adventure published for it by TSR, WoTC (excepting most of the 4e stuff), Judges Guild, Paizo and many others in the 3e era. I've run almost none of them as written. I also homebrew all the RPG chronicles I run. I have found valuable inspiration and useful ideas in almost everything I've purchased.</p><p></p><p>I wasn't going to buy Dungeon of the Mad Mage because I hate giant dungeon adventures. When I found out that the various levels were independent and could be stolen in a modular fashion, I changed my mind. It much more useful to me in this way.</p><p></p><p>Just my experience. YMMV.</p></blockquote><p></p>
[QUOTE="Magister Ludorum, post: 7767138, member: 6862253"] I own Dragon Heist, but haven't read it yet because I'm currently playing it. I can't review it as GM or a reader. I can say that I love playing it. The city of Waterdeep feels extremely alive to me. There are extraordinarily interesting NPCs to interact with, and lots of opportunity for role playing. We've gotten to the point where we've heard all about the stolen dragons. It never would have occurred to us that we would get to steal them and keep them. It's much too much money to go unnoticed. This is an issue since the original owners of the horde will likely want it returned. So far, we've discovered some very bad people (whom we really have come to hate), and we're happy to be getting the money before them so we can thwart their plans. If we can only keep a small portion as a reward - we couldn't care less. I can't wait to find out what happens next. For me, that's all that's important in a published adventure. If I weren't playing it, I still wouldn't be running it as is. I've been GMing this game since 1978. I've read every adventure published for it by TSR, WoTC (excepting most of the 4e stuff), Judges Guild, Paizo and many others in the 3e era. I've run almost none of them as written. I also homebrew all the RPG chronicles I run. I have found valuable inspiration and useful ideas in almost everything I've purchased. I wasn't going to buy Dungeon of the Mad Mage because I hate giant dungeon adventures. When I found out that the various levels were independent and could be stolen in a modular fashion, I changed my mind. It much more useful to me in this way. Just my experience. YMMV. [/QUOTE]
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