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Rime of the Frostmaiden Post-Mortem (Spoilers)
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<blockquote data-quote="lluewhyn" data-source="post: 8520485" data-attributes="member: 6887379"><p>I feel your pain on this. Virtually every module I've read by WotC tends to have poor writing in one way or another which requires the DM to have to put in extra work. Oddly enough, Lost Mines of Phandelver, the very first module released for 5E, is the best written one where a DM can pretty much run it straight out of the box. I'm not sure of the cause, but my guess is that there are so many different people writing different parts of the adventures without enough oversight to make sure things are internally consistent which leads to a "too many cooks in the kitchen" feel. One funny thing that stuck out to me reading RotF is that despite the setting establishing there's poor visibility for four hours a day and pretty much no visibility the rest of the time, most of the areas and encounters describe things in visual terms that the PCs would be seeing from far away, which implies a certain lack of QC oversight from someone in charge. Based upon some of the other modules I've read, it seems to be a regular practice.</p><p></p><p>So, I went in with expectations of balancing and consistency problems from the get-go knowing that I would have to tweak things to not make it a slog. This helped give me a more positive outlook on the adventure. It also helps that the adventure is overstuffed with things to do and explicitly tells you that you're not supposed to do all of it, just pick and choose what you like best. This is something that I really appreciated as I don't have to worry about problems with any particular quest since I can just ignore it and do something else instead.</p></blockquote><p></p>
[QUOTE="lluewhyn, post: 8520485, member: 6887379"] I feel your pain on this. Virtually every module I've read by WotC tends to have poor writing in one way or another which requires the DM to have to put in extra work. Oddly enough, Lost Mines of Phandelver, the very first module released for 5E, is the best written one where a DM can pretty much run it straight out of the box. I'm not sure of the cause, but my guess is that there are so many different people writing different parts of the adventures without enough oversight to make sure things are internally consistent which leads to a "too many cooks in the kitchen" feel. One funny thing that stuck out to me reading RotF is that despite the setting establishing there's poor visibility for four hours a day and pretty much no visibility the rest of the time, most of the areas and encounters describe things in visual terms that the PCs would be seeing from far away, which implies a certain lack of QC oversight from someone in charge. Based upon some of the other modules I've read, it seems to be a regular practice. So, I went in with expectations of balancing and consistency problems from the get-go knowing that I would have to tweak things to not make it a slog. This helped give me a more positive outlook on the adventure. It also helps that the adventure is overstuffed with things to do and explicitly tells you that you're not supposed to do all of it, just pick and choose what you like best. This is something that I really appreciated as I don't have to worry about problems with any particular quest since I can just ignore it and do something else instead. [/QUOTE]
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Rime of the Frostmaiden Post-Mortem (Spoilers)
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