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The longer I play Baldur's Gate 3 ...
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<blockquote data-quote="Retreater" data-source="post: 9246357" data-attributes="member: 42040"><p>A flaw of mine is a desire to stick closely to what was written in the adventure. I've valued the concept of the shared experience. For example, I wouldn't want to have run Ravenloft for a group only to switch out Strahd for a Rakshasa who had created the whole castle as an illusion [even if that would be a cool concept for a homebrew adventure]. I feel that would deny my players a classic moment of shared experience with other players. Or to be running Lost Mine of Phandelver to make Gundrin Rockseeker (?) the mastermind behind the disappearance, having set a cunning ambush for the party at Wave Echo Cave. </p><p>I understand about maps, but you know, I just got a free Dyson Logos map for this Sunday's game. I'm populating it with my own monsters, traps, and treasures based on some random plot thread my players decided to pursue. It's not much work. It would've been far more difficult for me to mine several WotC hardcovers to find a dungeon that is 1) somewhat thematically connected to my campaign; 2) of the right level range; 3) for the correct edition; AND then study it well enough to run it correctly. Of course, that's how I view the workload involved, and your views can vary.</p><p></p><p>I'm not sure exactly to whom you're referring, but I don't know if WotC has any A-List talent remaining (for my standards). So, yeah, I agree.</p><p></p><p>Their most recent adventures haven't captivated me, for sure. </p><p>Justin Alexander's recent GM book was excellent, btw. I read it in a weekend and got two copies for my DM friends.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9246357, member: 42040"] A flaw of mine is a desire to stick closely to what was written in the adventure. I've valued the concept of the shared experience. For example, I wouldn't want to have run Ravenloft for a group only to switch out Strahd for a Rakshasa who had created the whole castle as an illusion [even if that would be a cool concept for a homebrew adventure]. I feel that would deny my players a classic moment of shared experience with other players. Or to be running Lost Mine of Phandelver to make Gundrin Rockseeker (?) the mastermind behind the disappearance, having set a cunning ambush for the party at Wave Echo Cave. I understand about maps, but you know, I just got a free Dyson Logos map for this Sunday's game. I'm populating it with my own monsters, traps, and treasures based on some random plot thread my players decided to pursue. It's not much work. It would've been far more difficult for me to mine several WotC hardcovers to find a dungeon that is 1) somewhat thematically connected to my campaign; 2) of the right level range; 3) for the correct edition; AND then study it well enough to run it correctly. Of course, that's how I view the workload involved, and your views can vary. I'm not sure exactly to whom you're referring, but I don't know if WotC has any A-List talent remaining (for my standards). So, yeah, I agree. Their most recent adventures haven't captivated me, for sure. Justin Alexander's recent GM book was excellent, btw. I read it in a weekend and got two copies for my DM friends. [/QUOTE]
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