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Second Dungeons & Dragons Product for Fall 2018: Waterdeep: Dungeon of the Mad Mage
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<blockquote data-quote="Weird Dave" data-source="post: 7748576" data-attributes="member: 6749823"><p>I am beyond excited for this. Megadungeons have always fascinated me, and Undermountain holds a special status as being one of the oldest D&D canon dungeons (in print back to 1991, and further back for Greenwood's personal games). However, I think the products released thus far have not capitalized on the playable aspects of Undermountain. Ruins of Undermountain (and II) were both such hodge-podge messes they were both very difficult to use, and certainly nothing to really run out of the box, and the Undermountain Dungeon Crawl modules felt disconnected from the core to the point where they were just generic stand-alone crawls. For me, the encounter format used by the latter modules in 3.5 did not serve Expedition to Undermountain very well, and as much as I personally didn't play 4E I did find Halls of Undermountain for 4E to be the most usable out of all the products. Give me interesting NPCs in the Yawning Portal, a storyline I could use if I wanted, and enough power groups to develop my own and I'll be happy. Halls came closest, and I'm hoping Dungeon of the Mad Mage pushes it over the line in terms of real campaign viability. I'm sold!</p></blockquote><p></p>
[QUOTE="Weird Dave, post: 7748576, member: 6749823"] I am beyond excited for this. Megadungeons have always fascinated me, and Undermountain holds a special status as being one of the oldest D&D canon dungeons (in print back to 1991, and further back for Greenwood's personal games). However, I think the products released thus far have not capitalized on the playable aspects of Undermountain. Ruins of Undermountain (and II) were both such hodge-podge messes they were both very difficult to use, and certainly nothing to really run out of the box, and the Undermountain Dungeon Crawl modules felt disconnected from the core to the point where they were just generic stand-alone crawls. For me, the encounter format used by the latter modules in 3.5 did not serve Expedition to Undermountain very well, and as much as I personally didn't play 4E I did find Halls of Undermountain for 4E to be the most usable out of all the products. Give me interesting NPCs in the Yawning Portal, a storyline I could use if I wanted, and enough power groups to develop my own and I'll be happy. Halls came closest, and I'm hoping Dungeon of the Mad Mage pushes it over the line in terms of real campaign viability. I'm sold! [/QUOTE]
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Second Dungeons & Dragons Product for Fall 2018: Waterdeep: Dungeon of the Mad Mage
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