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What is the point of GM's notes?
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<blockquote data-quote="hawkeyefan" data-source="post: 8228116" data-attributes="member: 6785785"><p>I’ve run two of the 5E adventures in their entirety (also a few in bits and pieces), and I actually agree that the experiences have helped me. </p><p></p><p>The first was Curse of Strahd. I’m familiar with the previous incarnations of the adventure, and so I found the mew one to be very easy to run, and to make my own. I modifoed it as I needed and injected all kinds of ongoing threads and character bits from our play prior to beginning the adventure. It went well and we all had fun.</p><p></p><p>Then I ran Tomb of Annihilation. The first half, with the haxcrawl through Chult, we had a good time. Largely similar to our experience with CoS. But once we reached the Tomb of Annihilation, things quickly went sour. The shift in playstyle to a procedural dungeon crawl was just too heavy a change for our group. The players became very tentative and indecisive, and I became frustrated. Because it was a dungeon crawl, I felt the need to be very “by the book”, and that didn’t suit our style at all. </p><p></p><p>After a couple of frustrating sessions, I addressed it with the group, and we adjusted going forward. Things got much better after that. </p><p></p><p>But it was a good learning experience. Or a good reminder, maybe is more accurate.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8228116, member: 6785785"] I’ve run two of the 5E adventures in their entirety (also a few in bits and pieces), and I actually agree that the experiences have helped me. The first was Curse of Strahd. I’m familiar with the previous incarnations of the adventure, and so I found the mew one to be very easy to run, and to make my own. I modifoed it as I needed and injected all kinds of ongoing threads and character bits from our play prior to beginning the adventure. It went well and we all had fun. Then I ran Tomb of Annihilation. The first half, with the haxcrawl through Chult, we had a good time. Largely similar to our experience with CoS. But once we reached the Tomb of Annihilation, things quickly went sour. The shift in playstyle to a procedural dungeon crawl was just too heavy a change for our group. The players became very tentative and indecisive, and I became frustrated. Because it was a dungeon crawl, I felt the need to be very “by the book”, and that didn’t suit our style at all. After a couple of frustrating sessions, I addressed it with the group, and we adjusted going forward. Things got much better after that. But it was a good learning experience. Or a good reminder, maybe is more accurate. [/QUOTE]
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