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[UPDATED] Has ADVENTURER'S HANDBOOK Been Cancelled?
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<blockquote data-quote="chriton227" data-source="post: 7657523" data-attributes="member: 33263"><p>I would love to see a revival of Dungeon and Dragon. I think back to all of the old issues of Dragon I read from the 1e/2e days, a lot of the articles were talking about things like unusual magic items, small optional rules modules (arctic weather, fleshing out art objects and gems, random encounter tables, seafaring gear, etc.), class variants, ecology articles, and the like, all things that seem like they would be good fits for the touted "modular" aspect of 5e. I also loved the articles of advice on how to run games and build campaigns. </p><p></p><p>And the modules in Dungeon, I loved seeing 3-5 adventures a month for a variety of levels and tastes. Even the ones I didn't run could usually be mined for ideas or maps or NPCs, and it was a great resource when I needed something quick to fill in a session or two between major events or to help the party get an extra level before moving on to the next big thing. I also liked the disconnected nature of the modules, I find with the APs that if I didn't want to use the first adventure of the AP, the remaining 11-12 adventures were a lot less useful because of the amount of work necessary to disconnect them from the overall AP, but with the stand-alone adventures they were much easier to grab and run on the fly.</p></blockquote><p></p>
[QUOTE="chriton227, post: 7657523, member: 33263"] I would love to see a revival of Dungeon and Dragon. I think back to all of the old issues of Dragon I read from the 1e/2e days, a lot of the articles were talking about things like unusual magic items, small optional rules modules (arctic weather, fleshing out art objects and gems, random encounter tables, seafaring gear, etc.), class variants, ecology articles, and the like, all things that seem like they would be good fits for the touted "modular" aspect of 5e. I also loved the articles of advice on how to run games and build campaigns. And the modules in Dungeon, I loved seeing 3-5 adventures a month for a variety of levels and tastes. Even the ones I didn't run could usually be mined for ideas or maps or NPCs, and it was a great resource when I needed something quick to fill in a session or two between major events or to help the party get an extra level before moving on to the next big thing. I also liked the disconnected nature of the modules, I find with the APs that if I didn't want to use the first adventure of the AP, the remaining 11-12 adventures were a lot less useful because of the amount of work necessary to disconnect them from the overall AP, but with the stand-alone adventures they were much easier to grab and run on the fly. [/QUOTE]
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[UPDATED] Has ADVENTURER'S HANDBOOK Been Cancelled?
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