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*Dungeons & Dragons
Waterdeep: Dragon Heist First Impressions
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<blockquote data-quote="Burnside" data-source="post: 7757526" data-attributes="member: 6910340"><p>I haven't read the whole thing, but I'd say double crosses and plot twists yes, galore no. </p><p></p><p>The simplicity has to do with the relatively limited scope due to the level range 1-5. The actual adventure is really not as much of a sandbox as the previous publications, though you're certainly given enough setting info to base your own stuff in Waterdeep. </p><p></p><p>In something like CoS or OotA, the chapters described locations that could more or less be visited in any order. In this book, chapters 1-4 are not locations. They are a series of events that happen chronologically. The stuff in chapter 1 is followed by the stuff in chapter 2, then 3, etc. What exactly happens in Chapter 4 will vary quite a bit based on which villain you've chosen, but regardless it's the last chapter of the adventure.</p><p></p><p>Chapters 5-8 are each dedicated to one of the four possible main villains and their lairs. These chapters are entirely optional and it's quite likely the players would never visit any of the lairs during this adventure - and they're even less likely to visit more than one. I do suspect that some of all of the lairs WILL be more relevant for the Mad Mage adventure.</p><p></p><p>Chapter 9 is Volo's player-facing gazeteer, a cute in-universe thing that the vast majority of my players would NEVER bother to read. </p><p></p><p>I think one of the main complaints is going to be the maps. They are...utilitarian and basic. I'm actually okay with them. But players and DMs used to the detailed, colorful Schley maps in recent books I think may feel these seem cheap in comparison.</p></blockquote><p></p>
[QUOTE="Burnside, post: 7757526, member: 6910340"] I haven't read the whole thing, but I'd say double crosses and plot twists yes, galore no. The simplicity has to do with the relatively limited scope due to the level range 1-5. The actual adventure is really not as much of a sandbox as the previous publications, though you're certainly given enough setting info to base your own stuff in Waterdeep. In something like CoS or OotA, the chapters described locations that could more or less be visited in any order. In this book, chapters 1-4 are not locations. They are a series of events that happen chronologically. The stuff in chapter 1 is followed by the stuff in chapter 2, then 3, etc. What exactly happens in Chapter 4 will vary quite a bit based on which villain you've chosen, but regardless it's the last chapter of the adventure. Chapters 5-8 are each dedicated to one of the four possible main villains and their lairs. These chapters are entirely optional and it's quite likely the players would never visit any of the lairs during this adventure - and they're even less likely to visit more than one. I do suspect that some of all of the lairs WILL be more relevant for the Mad Mage adventure. Chapter 9 is Volo's player-facing gazeteer, a cute in-universe thing that the vast majority of my players would NEVER bother to read. I think one of the main complaints is going to be the maps. They are...utilitarian and basic. I'm actually okay with them. But players and DMs used to the detailed, colorful Schley maps in recent books I think may feel these seem cheap in comparison. [/QUOTE]
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