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Storm King's Thunder
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<blockquote data-quote="Jensen" data-source="post: 6980994" data-attributes="member: 6867582"><p><strong>5 out of 5 rating for Storm King's Thunder</strong></p><p></p><p>I strongly disagree with many points mentioned in the 'poor' reviews. </p><p></p><p>The adventure is definitely more of a sandbox than adventure path, giving the DM a lot of province. It may not be the best place to start for a new DM, but boy does it give you a lot of tools to work with- interesting circumstances, side-quests, political and personal drama. As a DM you have so many entry points for the party, and it can be (main) plot-driven as you want it to be. I don't think it's a waste to have 40 pages on locations and situations in the region- that's material you'll always have an is easily adaptable for just about any location or campaign. I think it rewards a hard-working DM. </p><p></p><p>Chris Perkins hits all the right notes when it comes to the giants. Each race's goals and motivations reflect their worldview and abilities; each lair is iconic without being cliche, and there's an ecology for each giant stronghold that gives a fun variety of encounters, creatures and traps. Giving players the ability to become giant-sized and at different times control npcs (commoners as well as giants) is a terrific option to have in the adventure. </p><p></p><p>It is about as user-friendly a product that WotC has given us, too. </p><p></p><p>It has a few drawbacks:</p><p></p><p>It's not ideal for a new DM or a DM short on prep time (very little boxed text, key NPCs to understand in order to properly role-play, maps are not ready-to-use for the tabletop).</p><p></p><p>The DM will need a through understanding of the plot and lairs to give the players a chance to find out a lot of backstory. This involves inventing ways for the party to be exposed to information- overhearing conversations, finding notebooks, NPCs, etc, and those situations aren't always written into the adventure. To get the most out of this adventure, it pays to have a curious, patient group that engages with the people and world around them. 'Bottom-line' players that want to grab n' go through the adventure will miss out on a lot. </p><p></p><p>I loved the storyline, and the characters absolutely have compelling reasons to step up to the challenge in each phase of the adventure. And no, the story doesn't culminate in the players facing off and defeating giants, but they have opportunities to do that all throughout the adventure. However, being key players in the reshuffling of the ordining is pretty dang cool, and the climactic battle of leading a group of storm giants vs an ancient blue dragon is just brilliant.</p></blockquote><p></p>
[QUOTE="Jensen, post: 6980994, member: 6867582"] [b]5 out of 5 rating for Storm King's Thunder[/b] I strongly disagree with many points mentioned in the 'poor' reviews. The adventure is definitely more of a sandbox than adventure path, giving the DM a lot of province. It may not be the best place to start for a new DM, but boy does it give you a lot of tools to work with- interesting circumstances, side-quests, political and personal drama. As a DM you have so many entry points for the party, and it can be (main) plot-driven as you want it to be. I don't think it's a waste to have 40 pages on locations and situations in the region- that's material you'll always have an is easily adaptable for just about any location or campaign. I think it rewards a hard-working DM. Chris Perkins hits all the right notes when it comes to the giants. Each race's goals and motivations reflect their worldview and abilities; each lair is iconic without being cliche, and there's an ecology for each giant stronghold that gives a fun variety of encounters, creatures and traps. Giving players the ability to become giant-sized and at different times control npcs (commoners as well as giants) is a terrific option to have in the adventure. It is about as user-friendly a product that WotC has given us, too. It has a few drawbacks: It's not ideal for a new DM or a DM short on prep time (very little boxed text, key NPCs to understand in order to properly role-play, maps are not ready-to-use for the tabletop). The DM will need a through understanding of the plot and lairs to give the players a chance to find out a lot of backstory. This involves inventing ways for the party to be exposed to information- overhearing conversations, finding notebooks, NPCs, etc, and those situations aren't always written into the adventure. To get the most out of this adventure, it pays to have a curious, patient group that engages with the people and world around them. 'Bottom-line' players that want to grab n' go through the adventure will miss out on a lot. I loved the storyline, and the characters absolutely have compelling reasons to step up to the challenge in each phase of the adventure. And no, the story doesn't culminate in the players facing off and defeating giants, but they have opportunities to do that all throughout the adventure. However, being key players in the reshuffling of the ordining is pretty dang cool, and the climactic battle of leading a group of storm giants vs an ancient blue dragon is just brilliant. [/QUOTE]
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