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Waterdeep: Dragon Heist Post-Mortem (Spoilers)
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<blockquote data-quote="Retreater" data-source="post: 8540439" data-attributes="member: 42040"><p>I did get some advice about problem areas and ideas about how to smooth over situations. My primary issue with remixing or blending together all four seasons was how it was organized on Roll20. You had to choose the season and run that season as a separate module. Running winter and summer, for example, would require two different games. Had I been doing it in person without the constraints of technology, I think I would've felt more free to homebrew it and take other suggestions. </p><p></p><p></p><p>I did, to a certain point. The party went to the Cassalanters' manor house and had a very tense role-playing showdown with the nobles. They didn't go into the dungeon, because there was so need after securing the nobles wouldn't be getting the gold. </p><p></p><p></p><p>I think I went through several stages. I was hesitant to run it at first, but really put in a lot of effort at the outset to give my friends a good experience - creating many cool NPCs, putting in the full city map, designing a Waterdeep sandbox. When they started to not feel the adventure, I pulled back the resources I was putting in and kind of sped them to the conclusion. I saw no sense in prolonging a bad time.</p><p></p><p>Absolutely! I wouldn't still be playing D&D after all these decades if I didn't have good campaigns/adventures. Just sticking with 5e, I can do positive post-mortems with Curse of Strahd, Tomb of Annihilation, and (believe it or not) Princes of the Apocalypse. I have more negative ones with Dungeon of the Mad Mage, Out of the Abyss, Hoard of the Dragon Queen, and Storm King's Thunder. </p><p>This isn't to imply most of my games are bad. Good adventures tend to last a long time as they run to their natural conclusion - so there's not as many of those. The adventures that don't work out, we usually speed through them to get the experience over with (if we don't quit altogether) - so there are more bad ones because we don't take as long with them.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8540439, member: 42040"] I did get some advice about problem areas and ideas about how to smooth over situations. My primary issue with remixing or blending together all four seasons was how it was organized on Roll20. You had to choose the season and run that season as a separate module. Running winter and summer, for example, would require two different games. Had I been doing it in person without the constraints of technology, I think I would've felt more free to homebrew it and take other suggestions. I did, to a certain point. The party went to the Cassalanters' manor house and had a very tense role-playing showdown with the nobles. They didn't go into the dungeon, because there was so need after securing the nobles wouldn't be getting the gold. I think I went through several stages. I was hesitant to run it at first, but really put in a lot of effort at the outset to give my friends a good experience - creating many cool NPCs, putting in the full city map, designing a Waterdeep sandbox. When they started to not feel the adventure, I pulled back the resources I was putting in and kind of sped them to the conclusion. I saw no sense in prolonging a bad time. Absolutely! I wouldn't still be playing D&D after all these decades if I didn't have good campaigns/adventures. Just sticking with 5e, I can do positive post-mortems with Curse of Strahd, Tomb of Annihilation, and (believe it or not) Princes of the Apocalypse. I have more negative ones with Dungeon of the Mad Mage, Out of the Abyss, Hoard of the Dragon Queen, and Storm King's Thunder. This isn't to imply most of my games are bad. Good adventures tend to last a long time as they run to their natural conclusion - so there's not as many of those. The adventures that don't work out, we usually speed through them to get the experience over with (if we don't quit altogether) - so there are more bad ones because we don't take as long with them. [/QUOTE]
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