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General Tabletop Discussion
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The Flaw in Each Campaign Adventure (Spoilers)
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<blockquote data-quote="Enrico Poli1" data-source="post: 7933907" data-attributes="member: 6947027"><p>Hoard of the Dragon Queen & Rise of Tiamat:</p><p>Badly organized, railroady, too cliché. 2/5</p><p></p><p>Princes of the Apocalypse:</p><p>Utterly boring. 2/5</p><p></p><p>Out of the Abyss:</p><p>I can't stand the illogicity of the plot. Demon Lords stranded in the Material Plane? Wandering, alone, doing nothing in particolar? Crazy naughty word. 2/5</p><p></p><p>Storm King's Thunder:</p><p>Pointless. Really, nothing makes any sense. 2/5</p><p></p><p>Dragon Heist:</p><p>It's not an heist, it's a treasure hunt. Modular but stiff and poorly connected. 2/5</p><p>(4/5 as a Waterdeep mini-setting)</p><p></p><p>Dungeon of the Mad Mage:</p><p>Old-style megadungeon (go buy Eyes of the Stone Thief to discover what an excellent megadungeon looks like). Prolonged dungeon-delve is tiring. 2/5</p><p>(4/5 as an Undermountain mini-setting)</p><p></p><p>Tales of the Yawning Portal:</p><p>Dead in That does not beling here.</p><p>Also, some adventures could have a better conversion (Against the Giants and Tomb of Horrors were nerfed) 4/5</p><p></p><p>Ghosts of Saltmarsh:</p><p>The only good adventures are Sinister Secret of Saltmarsh and The Styles. Nevertheless, the whole is better then the sum of it's parts. 4/5</p><p></p><p>Lost Mines of Phandelver:</p><p>Does the job right as a starting adventure; the last dungeon is boring. 5/5</p><p></p><p>Curse of Strahd:</p><p>Ravenloft, but better. Some minor corrections are needed to return to the spirit of the original. 5/5</p><p></p><p>Tomb of Annihilation:</p><p>A sandbox done right, with a time limit that gives the right amount of pressure, and a lethal dungeon in the end that captures the original feeling of the Tomb of Horrors. Modern masterpiece. 5/5</p><p></p><p>Descent into Avernus:</p><p>Planescape done right. Legendary in scope. With an open-ended structre that consents very different experienced. 5/5</p></blockquote><p></p>
[QUOTE="Enrico Poli1, post: 7933907, member: 6947027"] Hoard of the Dragon Queen & Rise of Tiamat: Badly organized, railroady, too cliché. 2/5 Princes of the Apocalypse: Utterly boring. 2/5 Out of the Abyss: I can't stand the illogicity of the plot. Demon Lords stranded in the Material Plane? Wandering, alone, doing nothing in particolar? Crazy naughty word. 2/5 Storm King's Thunder: Pointless. Really, nothing makes any sense. 2/5 Dragon Heist: It's not an heist, it's a treasure hunt. Modular but stiff and poorly connected. 2/5 (4/5 as a Waterdeep mini-setting) Dungeon of the Mad Mage: Old-style megadungeon (go buy Eyes of the Stone Thief to discover what an excellent megadungeon looks like). Prolonged dungeon-delve is tiring. 2/5 (4/5 as an Undermountain mini-setting) Tales of the Yawning Portal: Dead in That does not beling here. Also, some adventures could have a better conversion (Against the Giants and Tomb of Horrors were nerfed) 4/5 Ghosts of Saltmarsh: The only good adventures are Sinister Secret of Saltmarsh and The Styles. Nevertheless, the whole is better then the sum of it's parts. 4/5 Lost Mines of Phandelver: Does the job right as a starting adventure; the last dungeon is boring. 5/5 Curse of Strahd: Ravenloft, but better. Some minor corrections are needed to return to the spirit of the original. 5/5 Tomb of Annihilation: A sandbox done right, with a time limit that gives the right amount of pressure, and a lethal dungeon in the end that captures the original feeling of the Tomb of Horrors. Modern masterpiece. 5/5 Descent into Avernus: Planescape done right. Legendary in scope. With an open-ended structre that consents very different experienced. 5/5 [/QUOTE]
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The Flaw in Each Campaign Adventure (Spoilers)
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