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The New Dungeons & Dragons Storyline for 2019 Leaked Ahead of Live Stream
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<blockquote data-quote="Sword of Spirit" data-source="post: 7780563" data-attributes="member: 6677017"><p>Well, here's some examples from my experiences.</p><p></p><p><em>The difficulty with removing plot</em>: <strong>Out of the Abyss</strong>. This is the only mega-adventure I have so far (unless you count Lost Mines of Phandelver). Most of it should work without any problem. But my FR happens to be set in the 1370s. I'm reading through the section on Blingdenstone, and I have a problem. Blingdenstone is presented in this book (due to its metaplot timeline advancement) as having been overrun over a century ago, inhabited by various monsters, stuff happened, etc.</p><p></p><p>But when my players get there, it's only going to be 2-5 years after Blingdenstone initially fell. I have to figure out how to use that material on Blingdenstone (which I want to) by somehow fitting it into the timeline. There isn't any easy fix of how I can just remove stuff some plot points and be good to go--it's too integrated into what they've done.</p><p></p><p><em>The benefit of not having plot included:</em> By contrast, take Tales From the Yawning Portal, with it's variety of independent adventures. I've read through all of the adventures in there except for the Thay one, and there isn't a single one that I have any problem running. (I've run two of them already.) I can take all of the Greyhawk adventures and plop them into Greyhawk, because they didn't put in any plot to get in my way.</p><p></p><p><em>The ease of adding plot:</em> Or take the Isle of Dread (I have the Goodman Games version, but there was a 5e playtest version also). Also an adventure with little in the way of plot. I have plenty of room to create characters, locations, etc, to put into it with basically nothing in my way.</p><p></p><p>Now, I'm sure there are situations where removing plot isn't a big deal. If, for instance, I'm not using an adventure in the world it was created in, <em>and</em> it's a low plot adventure, then I could just remove those minor elements. And that might be what you're talking about. But if an adventure has more than a little plot, and I'm running it in the setting is was designed for (which is almost always the case) then there are likely to be issues with that plot getting in my way. If I'm running it my own setting, there are still going to be issues, just different ones.</p><p></p><p>It is just way easier for me to take something like Tales From the Yawning Portal and do what I want with those adventures, then attempt to extricate the material I want in a mega-adventure from the webs of plot and metaplot it may be baked in.</p><p></p><p>Now, maybe Blingdenstone is an anomaly. I'm open to that fact. That's as far as I've gotten in Out of the Abyss, and it seemed pretty easy to work with up until that point. I kind of got the idea that this was one of the less plot-intrusive of the mega-adventures though.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7780563, member: 6677017"] Well, here's some examples from my experiences. [I]The difficulty with removing plot[/I]: [B]Out of the Abyss[/B]. This is the only mega-adventure I have so far (unless you count Lost Mines of Phandelver). Most of it should work without any problem. But my FR happens to be set in the 1370s. I'm reading through the section on Blingdenstone, and I have a problem. Blingdenstone is presented in this book (due to its metaplot timeline advancement) as having been overrun over a century ago, inhabited by various monsters, stuff happened, etc. But when my players get there, it's only going to be 2-5 years after Blingdenstone initially fell. I have to figure out how to use that material on Blingdenstone (which I want to) by somehow fitting it into the timeline. There isn't any easy fix of how I can just remove stuff some plot points and be good to go--it's too integrated into what they've done. [I]The benefit of not having plot included:[/I] By contrast, take Tales From the Yawning Portal, with it's variety of independent adventures. I've read through all of the adventures in there except for the Thay one, and there isn't a single one that I have any problem running. (I've run two of them already.) I can take all of the Greyhawk adventures and plop them into Greyhawk, because they didn't put in any plot to get in my way. [I]The ease of adding plot:[/I] Or take the Isle of Dread (I have the Goodman Games version, but there was a 5e playtest version also). Also an adventure with little in the way of plot. I have plenty of room to create characters, locations, etc, to put into it with basically nothing in my way. Now, I'm sure there are situations where removing plot isn't a big deal. If, for instance, I'm not using an adventure in the world it was created in, [I]and[/I] it's a low plot adventure, then I could just remove those minor elements. And that might be what you're talking about. But if an adventure has more than a little plot, and I'm running it in the setting is was designed for (which is almost always the case) then there are likely to be issues with that plot getting in my way. If I'm running it my own setting, there are still going to be issues, just different ones. It is just way easier for me to take something like Tales From the Yawning Portal and do what I want with those adventures, then attempt to extricate the material I want in a mega-adventure from the webs of plot and metaplot it may be baked in. Now, maybe Blingdenstone is an anomaly. I'm open to that fact. That's as far as I've gotten in Out of the Abyss, and it seemed pretty easy to work with up until that point. I kind of got the idea that this was one of the less plot-intrusive of the mega-adventures though. [/QUOTE]
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