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<blockquote data-quote="Jester David" data-source="post: 6632015" data-attributes="member: 37579"><p>I haven't read or heard much about Legacy of the Crystal Shard one way or another so I can't say. </p><p></p><p>Ghosts of Dragonspear Castle was funky. It lacked the xp needed to advance far enough, but that can be attributed on changing advancement rules during the playtest. However, the final adventure of the series was largely unrelated and didn't resolve the main plotline of the story (the Thayans and the Keys). This storyline was meant to be resolved in the two Dreams of the Red Wizards adventures (albeit by a different group of adventurers) but Scourge of the Sword Coast was unrelated and didn't have an ending of its own and Dead In Thay just resolved everything from the prior two in the prologue and dumped everyone into a mega-dungeon. So that was unsatisfying from a design perspective. Dead in That was also designed for Encounters play with multiple tables, making it a poor ending to the single table Ghosts and Scourge adventure experience. </p><p>They may have good bits and be workable as adventures, but for what they were intended to do they fall short.</p><p></p><p>But, I'm also one of the rare detractors of the Starter Set adventure, finding it lacking in many places. But I'm a pretty hard critic by nature.</p><p>Still, Green Ronin does some solid stuff, so <em>Out of the Abyss</em> will be a nice guide to future efforts. And I'd love to see Kobold Press take a second shot when not having to juggle an in-progress rule set.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6632015, member: 37579"] I haven't read or heard much about Legacy of the Crystal Shard one way or another so I can't say. Ghosts of Dragonspear Castle was funky. It lacked the xp needed to advance far enough, but that can be attributed on changing advancement rules during the playtest. However, the final adventure of the series was largely unrelated and didn't resolve the main plotline of the story (the Thayans and the Keys). This storyline was meant to be resolved in the two Dreams of the Red Wizards adventures (albeit by a different group of adventurers) but Scourge of the Sword Coast was unrelated and didn't have an ending of its own and Dead In Thay just resolved everything from the prior two in the prologue and dumped everyone into a mega-dungeon. So that was unsatisfying from a design perspective. Dead in That was also designed for Encounters play with multiple tables, making it a poor ending to the single table Ghosts and Scourge adventure experience. They may have good bits and be workable as adventures, but for what they were intended to do they fall short. But, I'm also one of the rare detractors of the Starter Set adventure, finding it lacking in many places. But I'm a pretty hard critic by nature. Still, Green Ronin does some solid stuff, so [I]Out of the Abyss[/I] will be a nice guide to future efforts. And I'd love to see Kobold Press take a second shot when not having to juggle an in-progress rule set. [/QUOTE]
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