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The New D&D Book: Candlekeep Mysteries: 17 Mystery Adventures [UPDATED!]
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<blockquote data-quote="Faolyn" data-source="post: 8170300" data-attributes="member: 6915329"><p>One, adventures are spoilery. One of my tablemates is going to run Icewind Dale. If I bought that book for the rules on travel and harsh weather, or for the magic items, spells, and monsters that are in it, I'd be wasting a lot of money because except for the appendices, the entire book would be off-limits to me. I don't want to be spoiled and I want to avoid adventure-specific meta-knowledge.</p><p></p><p>One-point-five, a lot of information is <em>player</em> knowledge. A player doesn't need to know the specifics of what a blizzard is like beyond "wear heavy clothing." This is info that takes a few paragraphs, <em>maybe </em>an appendix. The DM is the only one who has to care about the exact rules. But if they decided to introduce psionics in a Dark Sun adventure? Not only would this require at least two chapters (basic rules and powers, and either a psionicist class and archetypes, or just psionic archetypes for other classes) <em>but </em>it's something that players would need to know, thus bringing in the spoiler-y bits from above.</p><p></p><p>Two, adventures <em>don't </em>go into that much world-building. I'm (slowly) doing Curse of Strahd. That provides very little actually interesting information about Barovia (in comparison to late 2e and 3e books) and none on the rest of the Land of Mists--to the point that someone who had never heard of Ravenloft before wouldn't realize that there's 50+ other domains to explore, each with their own flavor of horror. Likewise, Descent into Avernus, I imagine (haven't read it), does a decent job detailing Avernus, but I doubt it does more than touch on the other outer planes, if at all--or the inner planes, Sigil, planewalking, the factions, or all the other things you'd need for a Planescape adventure.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8170300, member: 6915329"] One, adventures are spoilery. One of my tablemates is going to run Icewind Dale. If I bought that book for the rules on travel and harsh weather, or for the magic items, spells, and monsters that are in it, I'd be wasting a lot of money because except for the appendices, the entire book would be off-limits to me. I don't want to be spoiled and I want to avoid adventure-specific meta-knowledge. One-point-five, a lot of information is [I]player[/I] knowledge. A player doesn't need to know the specifics of what a blizzard is like beyond "wear heavy clothing." This is info that takes a few paragraphs, [I]maybe [/I]an appendix. The DM is the only one who has to care about the exact rules. But if they decided to introduce psionics in a Dark Sun adventure? Not only would this require at least two chapters (basic rules and powers, and either a psionicist class and archetypes, or just psionic archetypes for other classes) [I]but [/I]it's something that players would need to know, thus bringing in the spoiler-y bits from above. Two, adventures [I]don't [/I]go into that much world-building. I'm (slowly) doing Curse of Strahd. That provides very little actually interesting information about Barovia (in comparison to late 2e and 3e books) and none on the rest of the Land of Mists--to the point that someone who had never heard of Ravenloft before wouldn't realize that there's 50+ other domains to explore, each with their own flavor of horror. Likewise, Descent into Avernus, I imagine (haven't read it), does a decent job detailing Avernus, but I doubt it does more than touch on the other outer planes, if at all--or the inner planes, Sigil, planewalking, the factions, or all the other things you'd need for a Planescape adventure. [/QUOTE]
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The New D&D Book: Candlekeep Mysteries: 17 Mystery Adventures [UPDATED!]
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