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Thinking about 5E releases...
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<blockquote data-quote="Jester David" data-source="post: 6615382" data-attributes="member: 37579"><p>I do worry that the structure and requirements of the Adventurer's League and video games are causing problems. </p><p></p><p>For example, we have the Underdark expansion in Neverwinter and Sword Coast Legends with Drizzt. I wonder if those were two somewhat different things, but because Sword Coast Legends was going to be out at the right time they decided to merge the two stories (demon invasion and Underdark). Because they seem like very different things.</p><p></p><p>The requirements also mean there needs to be thematic bad guys that can be causing problems in multiple regions of the world at the same time. The villains need to be causing problems in Neverwinter, around the Moonsea, and wherever the storyline hardback is set. This pushes towards villainous groups and organizations that can have varying cells. I.e. cultists. This limits the stories dramatically. So far this doesn't look like it will be much of a problem, as the Elemental Evil campaign in <em>Princes of the Apocalypse</em> is super localized that I don't see any way it connects to Neverwinter and its Elemental Evil expansion looks to be elemental cultists coincidentally causing problems at the same time as in Red Larch.</p><p>It does makes it harder to have exploration based adventures where the PCs are not facing a unified threat. It also makes nation-based stories trickier because they have be connect to the Moonsea or Neverwinter. So there can't be the "overthrow Szass Tam" adventure or "fight against the Shade" storyline. </p><p></p><p>While the adventures are ostensibly set in the Realms, this is mostly just place names at this point. The veneer of being setting specific. They could have been set anywhere. So far there have been few that tell actual Realmsian stories with the world. Which might also be a requirement: stories that fit into the Realms but are also generic enough that other people will play.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6615382, member: 37579"] I do worry that the structure and requirements of the Adventurer's League and video games are causing problems. For example, we have the Underdark expansion in Neverwinter and Sword Coast Legends with Drizzt. I wonder if those were two somewhat different things, but because Sword Coast Legends was going to be out at the right time they decided to merge the two stories (demon invasion and Underdark). Because they seem like very different things. The requirements also mean there needs to be thematic bad guys that can be causing problems in multiple regions of the world at the same time. The villains need to be causing problems in Neverwinter, around the Moonsea, and wherever the storyline hardback is set. This pushes towards villainous groups and organizations that can have varying cells. I.e. cultists. This limits the stories dramatically. So far this doesn't look like it will be much of a problem, as the Elemental Evil campaign in [I]Princes of the Apocalypse[/I] is super localized that I don't see any way it connects to Neverwinter and its Elemental Evil expansion looks to be elemental cultists coincidentally causing problems at the same time as in Red Larch. It does makes it harder to have exploration based adventures where the PCs are not facing a unified threat. It also makes nation-based stories trickier because they have be connect to the Moonsea or Neverwinter. So there can't be the "overthrow Szass Tam" adventure or "fight against the Shade" storyline. While the adventures are ostensibly set in the Realms, this is mostly just place names at this point. The veneer of being setting specific. They could have been set anywhere. So far there have been few that tell actual Realmsian stories with the world. Which might also be a requirement: stories that fit into the Realms but are also generic enough that other people will play. [/QUOTE]
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