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General Tabletop Discussion
*Pathfinder & Starfinder
underwhelmed with Neverwinter Campaign Setting
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<blockquote data-quote="Dead Scribe" data-source="post: 5672804" data-attributes="member: 21288"><p>I would say you missed the point--why would you expect to find a campaign sourcebook filled with maps, magic items, monsters, and encounters? We already have oodles of all those things. I'm really not sure what what make you expect those things. Particularly since we already have two more general Forgotten Realms books.</p><p></p><p>I thought that the Neverwinter Campaign Guide was great as a very focused setting with very clear and easy ways to involve the players directly in the setting. One of the most difficult things for me as a DM has been how to involve players in a setting. Lots of players (the majority in my experience) do not read campaign guides very much, and aren't particularly familiar with settings. That's what the themes in the book excel at--they tell the DM and the player who their allies and enemies are. When your players have all picked their themes, the DM already has a pretty good idea of what the campaign is going to look like.</p><p></p><p>And the factions are all very easy to work with. Each faction has a very clear and understandable feel, while still being flexible enough that they can be used in different ways. I find a table of various monsters across different levels to be way more useful and space-efficient than the 'example encounter' that some previous campaign books used.</p><p></p><p>And it really doesn't seem fair at all to criticize the book as being crunch-free. The Themes are equal parts fluff and crunch. There are quite a lot of new powers. How much more is needed? This is a heroic-level campaign book; it's not an adventure, nor a bestiary or a "Forgotten Realms Power" book.</p></blockquote><p></p>
[QUOTE="Dead Scribe, post: 5672804, member: 21288"] I would say you missed the point--why would you expect to find a campaign sourcebook filled with maps, magic items, monsters, and encounters? We already have oodles of all those things. I'm really not sure what what make you expect those things. Particularly since we already have two more general Forgotten Realms books. I thought that the Neverwinter Campaign Guide was great as a very focused setting with very clear and easy ways to involve the players directly in the setting. One of the most difficult things for me as a DM has been how to involve players in a setting. Lots of players (the majority in my experience) do not read campaign guides very much, and aren't particularly familiar with settings. That's what the themes in the book excel at--they tell the DM and the player who their allies and enemies are. When your players have all picked their themes, the DM already has a pretty good idea of what the campaign is going to look like. And the factions are all very easy to work with. Each faction has a very clear and understandable feel, while still being flexible enough that they can be used in different ways. I find a table of various monsters across different levels to be way more useful and space-efficient than the 'example encounter' that some previous campaign books used. And it really doesn't seem fair at all to criticize the book as being crunch-free. The Themes are equal parts fluff and crunch. There are quite a lot of new powers. How much more is needed? This is a heroic-level campaign book; it's not an adventure, nor a bestiary or a "Forgotten Realms Power" book. [/QUOTE]
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underwhelmed with Neverwinter Campaign Setting
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