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Vecna Eve of Ruin: Everything You Need To Know
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<blockquote data-quote="MerricB" data-source="post: 9339192" data-attributes="member: 3586"><p>At some point, with a lot of these adventures, you have to just suspend disbelief and say "I want this adventure to work." For, despite a host of problems I have with it, there are several sections that look like they'll be so much fun to run and play.</p><p></p><p>The adventure, at least, understands a couple of things that could go wrong and has solutions in place for them. (Yes, there are other problems that can occur that it doesn't deal with).</p><p></p><p>You do need to understand what it is: a very linear experience that visits several classic D&D settings on its way to a major conclusion. If you don't like linear experiences, <em>don't buy it</em>. But linear storylines have been a part of the D&D experience for a very, very long time now. (I'm very glad to see more people posting about other experiences and how to realise them these days).</p><p></p><p>There's a level I reach with adventure structure where it doesn't make sense to me any more and actively hurts the experience. <em>Descent into Avernus </em>reaches this level - I think it's an absolute travesty of an adventure, despite still having a few sections I like.</p><p></p><p><em>Vecna: Rise of Evil</em> is not hitting that level for me. Once you accept the initial premise (only the characters can find Vecna due to the bond they share), the basic adventure logic and structure works for me. I think there are sections that show no understanding of classic properties (the Dragonlance section in particular), or that aren't that well constructed, but I can accept the premise and flow of the adventure.</p><p></p><p>Now, will it be any good to actually play? I guess I'll find out in just a few days!</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9339192, member: 3586"] At some point, with a lot of these adventures, you have to just suspend disbelief and say "I want this adventure to work." For, despite a host of problems I have with it, there are several sections that look like they'll be so much fun to run and play. The adventure, at least, understands a couple of things that could go wrong and has solutions in place for them. (Yes, there are other problems that can occur that it doesn't deal with). You do need to understand what it is: a very linear experience that visits several classic D&D settings on its way to a major conclusion. If you don't like linear experiences, [I]don't buy it[/I]. But linear storylines have been a part of the D&D experience for a very, very long time now. (I'm very glad to see more people posting about other experiences and how to realise them these days). There's a level I reach with adventure structure where it doesn't make sense to me any more and actively hurts the experience. [I]Descent into Avernus [/I]reaches this level - I think it's an absolute travesty of an adventure, despite still having a few sections I like. [I]Vecna: Rise of Evil[/I] is not hitting that level for me. Once you accept the initial premise (only the characters can find Vecna due to the bond they share), the basic adventure logic and structure works for me. I think there are sections that show no understanding of classic properties (the Dragonlance section in particular), or that aren't that well constructed, but I can accept the premise and flow of the adventure. Now, will it be any good to actually play? I guess I'll find out in just a few days! Cheers, Merric [/QUOTE]
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Vecna Eve of Ruin: Everything You Need To Know
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