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Rime of the Frostmaiden Post-Mortem (Spoilers)
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<blockquote data-quote="Cruentus" data-source="post: 8619970" data-attributes="member: 7034645"><p>I don't think Storm King's Thunder is a good recommendation. It suffers from the same issues as Rime and Hoard, and most of WOTCs 5e adventure paths. There are either things unexplained, dead ends for no reason, random wandering around the whole western part of the realms for no real reason, plot holes, and wasted time on basically useless side quests, etc. Having played in it (where the GM used bits of it to fit the narrative, and scrapped 80% of it, it worked, or he made it work), after reading it to try to run, nah. Too much work to have it be coherent. </p><p></p><p>Unfortunately, I find a lot of adventures to be the same way, from 1e all the way to 5e. They're overall useful for elements to draw from to build your own story or adventure path, or linked adventures, but its pretty much on you to either provide the glue to hold it together, particularly if you allow your players the freedom to decide what they're going to do, rather than nudge them along the "path". As soon as my parties start any adventure, they immediately ask a question, or decide on a course of action that is not covered by the adventure, or is a "false" rumor or a throw away line in a discussion with an NPC. But THEY want to follow that piece, or they want go west, rather than east.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8619970, member: 7034645"] I don't think Storm King's Thunder is a good recommendation. It suffers from the same issues as Rime and Hoard, and most of WOTCs 5e adventure paths. There are either things unexplained, dead ends for no reason, random wandering around the whole western part of the realms for no real reason, plot holes, and wasted time on basically useless side quests, etc. Having played in it (where the GM used bits of it to fit the narrative, and scrapped 80% of it, it worked, or he made it work), after reading it to try to run, nah. Too much work to have it be coherent. Unfortunately, I find a lot of adventures to be the same way, from 1e all the way to 5e. They're overall useful for elements to draw from to build your own story or adventure path, or linked adventures, but its pretty much on you to either provide the glue to hold it together, particularly if you allow your players the freedom to decide what they're going to do, rather than nudge them along the "path". As soon as my parties start any adventure, they immediately ask a question, or decide on a course of action that is not covered by the adventure, or is a "false" rumor or a throw away line in a discussion with an NPC. But THEY want to follow that piece, or they want go west, rather than east. [/QUOTE]
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