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What Is Your Dream 50th Anniversary Product?
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<blockquote data-quote="Shardstone" data-source="post: 9211279" data-attributes="member: 6807784"><p>The 1-20 Vecna adventure, but I want it good. Like I want to read it and come away thinking, as a DM, this is going to be one of the best campaigns I've ever ran. I'm so tired of having to treat almost every 5E adventure as a toolkit because the adventure itself is mid. I'm not saying every adventure has to be my exact tastes, but I want to read the adventures and think to myself "That was a great read" and "This will be fun to DM" and not "I have to fix so much of this." I understand there will always be DIY elements but still.</p><p></p><p>An example adventure from this edition I really liked was the Lost Laboratory of Kwalish. It was a fun read, it gave good advice for how I can change the adventure, and while it wasn't perfect, it made me want to run it. I could see myself running it. I think maybe it's the advice that matters a lot, followed up by helping me think about how to run an adventure. Virtually every adventure path has, imo, great ideas in it. I love the War Machines of Avernus, the use of the Yuan-Ti in ToA, the Storm King's court in SKT. But all of these adventures are plagued with unfun railroading or, worse yet, unimaginative and boring fights. 5E should have curated combat design for every adventure combat. The monsters should always be interesting and work both old and new concepts into their mechanics. I am so sick and tired of fighting the same type of monster 5 at a time, and the monster itself is just another bite, claw, sword, whatever. For god's sake, just give me FUN combats in the adventures.</p><p></p><p>So, if Vecna delivers on that, I'll have my dream project!</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9211279, member: 6807784"] The 1-20 Vecna adventure, but I want it good. Like I want to read it and come away thinking, as a DM, this is going to be one of the best campaigns I've ever ran. I'm so tired of having to treat almost every 5E adventure as a toolkit because the adventure itself is mid. I'm not saying every adventure has to be my exact tastes, but I want to read the adventures and think to myself "That was a great read" and "This will be fun to DM" and not "I have to fix so much of this." I understand there will always be DIY elements but still. An example adventure from this edition I really liked was the Lost Laboratory of Kwalish. It was a fun read, it gave good advice for how I can change the adventure, and while it wasn't perfect, it made me want to run it. I could see myself running it. I think maybe it's the advice that matters a lot, followed up by helping me think about how to run an adventure. Virtually every adventure path has, imo, great ideas in it. I love the War Machines of Avernus, the use of the Yuan-Ti in ToA, the Storm King's court in SKT. But all of these adventures are plagued with unfun railroading or, worse yet, unimaginative and boring fights. 5E should have curated combat design for every adventure combat. The monsters should always be interesting and work both old and new concepts into their mechanics. I am so sick and tired of fighting the same type of monster 5 at a time, and the monster itself is just another bite, claw, sword, whatever. For god's sake, just give me FUN combats in the adventures. So, if Vecna delivers on that, I'll have my dream project! [/QUOTE]
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