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Tell me your positive experiences with HotDQ
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<blockquote data-quote="DEFCON 1" data-source="post: 6505633" data-attributes="member: 7006"><p>I have been running it and it's done exactly what I personally needed from it. It has given me a story spine to based my current campaign on... given me several "encounter areas" to use as needed if/when the parties go there... given me a whole hostful of NPCs with agendas in which to have the party interact with... and most importantly just been chock full of ideas to pull from and use.</p><p></p><p>That being said... I'm also a DM that fully expects my parties to go off in directions not dictated in the script of the adventure, and am fully capable of not only improvising when they do... but also fully capable of dropping things from the module <em>back into</em> their new directions to see if they choose to come back to the plotline. I never *force* them to follow the story... but at the same time, the story is occurring parallel to what the parties are doing, and thus they are getting wind of what the Cult of the Dragon is doing even if they aren't directly involved. Which only inspires them to sometimes steer back into the HotDQ because it's a threat they know about and thus want to combat.</p><p></p><p>But I didn't need the module itself to explain to me how or why to do that... I was able to do that just on my own. So I can understand why some people have complained that the module doesn't.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6505633, member: 7006"] I have been running it and it's done exactly what I personally needed from it. It has given me a story spine to based my current campaign on... given me several "encounter areas" to use as needed if/when the parties go there... given me a whole hostful of NPCs with agendas in which to have the party interact with... and most importantly just been chock full of ideas to pull from and use. That being said... I'm also a DM that fully expects my parties to go off in directions not dictated in the script of the adventure, and am fully capable of not only improvising when they do... but also fully capable of dropping things from the module [i]back into[/i] their new directions to see if they choose to come back to the plotline. I never *force* them to follow the story... but at the same time, the story is occurring parallel to what the parties are doing, and thus they are getting wind of what the Cult of the Dragon is doing even if they aren't directly involved. Which only inspires them to sometimes steer back into the HotDQ because it's a threat they know about and thus want to combat. But I didn't need the module itself to explain to me how or why to do that... I was able to do that just on my own. So I can understand why some people have complained that the module doesn't. [/QUOTE]
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