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What would be your ideal 5E yearly product output?
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<blockquote data-quote="Mercule" data-source="post: 6658272" data-attributes="member: 5100"><p>I probably shouldn't be so quick to dismiss KP. There are a number of factors that make ToD a less than ideal test drive, for me. I'm well aware of this, and I occasionally jump from one side to the other of the line between "you did bad work" and "you produced a product that wasn't for me". I had high hopes for HotDQ, on my initial read-through and thought that most of the negative commentary was misguided. It was once I sat down to actually prep for play that I got frustrated. I like Eberron and had set LMoP in Eberron and wanted to continue my campaign, there.</p><p></p><p>My list of issues (including those that KP is utterly powerless to avoid) with ToD are thus:</p><p>1. I hate the Forgotten Realms. Any adventure that has enough FR flavor for me to actually be aware that it's set there could only ever get a B+ rating. Not fair, but that's life. HotDQ is functionally impossible to separate from the Sword Coast w/o rewriting it, just using it as an outline.</p><p>2. I'd already run my group through LMoP and a requirement in selecting the next adventure was to continue at 4th level, closing in on 5th. While you <u>can</u> join the module half-way through, it seemed less than optimal and I didn't like the idea of skipping half the content.</p><p>3. Half-dragons. Ick.</p><p>4. Half the module takes place on a caravan. Ick.</p><p>4a. Add to that the caravan portion read very poorly -- to the point I was pretty sure I'd have to make up enough to have written large parts of it, anyway.</p><p>4b. Caravans are a strange concept in a world with trains. I was pretty hot on the idea of shortening the caravan chapters and turning them into a sort of "Murder on the Orient Express" style. See point #1, about re-writing.</p><p>5. The intro reads as very contrived. I'm okay with the basic premise, but it seemed way too easy to come of the rails. I'd probably have solved that by having the PCs show up the next morning and get tasked with the cleanup, but it doesn't help with the apparent quality when I need to create my own first chapter.</p><p></p><p>Things I <u>like</u> about HotDQ:</p><p>1. All the mapped areas. Anything that could be called a "dungeon", in the old-school sense, seems pretty solid and interesting.</p><p>2. Overall cultist plot thing.</p><p>3. They tried to do something I hadn't seen before, in terms of structure.</p><p></p><p>My kids have seen the adult group playing and are interested. I may run HotDQ for them, unmodified, just to give it a chance. Or not. I might also take a stab at rewriting it for Eberron, too. Most likely, if I'm being honest, I'll just leave it on my shelf until the next time I think about it while running to the used book store; it'll remain a mediocre adventure that I never ran.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6658272, member: 5100"] I probably shouldn't be so quick to dismiss KP. There are a number of factors that make ToD a less than ideal test drive, for me. I'm well aware of this, and I occasionally jump from one side to the other of the line between "you did bad work" and "you produced a product that wasn't for me". I had high hopes for HotDQ, on my initial read-through and thought that most of the negative commentary was misguided. It was once I sat down to actually prep for play that I got frustrated. I like Eberron and had set LMoP in Eberron and wanted to continue my campaign, there. My list of issues (including those that KP is utterly powerless to avoid) with ToD are thus: 1. I hate the Forgotten Realms. Any adventure that has enough FR flavor for me to actually be aware that it's set there could only ever get a B+ rating. Not fair, but that's life. HotDQ is functionally impossible to separate from the Sword Coast w/o rewriting it, just using it as an outline. 2. I'd already run my group through LMoP and a requirement in selecting the next adventure was to continue at 4th level, closing in on 5th. While you [U]can[/U] join the module half-way through, it seemed less than optimal and I didn't like the idea of skipping half the content. 3. Half-dragons. Ick. 4. Half the module takes place on a caravan. Ick. 4a. Add to that the caravan portion read very poorly -- to the point I was pretty sure I'd have to make up enough to have written large parts of it, anyway. 4b. Caravans are a strange concept in a world with trains. I was pretty hot on the idea of shortening the caravan chapters and turning them into a sort of "Murder on the Orient Express" style. See point #1, about re-writing. 5. The intro reads as very contrived. I'm okay with the basic premise, but it seemed way too easy to come of the rails. I'd probably have solved that by having the PCs show up the next morning and get tasked with the cleanup, but it doesn't help with the apparent quality when I need to create my own first chapter. Things I [U]like[/U] about HotDQ: 1. All the mapped areas. Anything that could be called a "dungeon", in the old-school sense, seems pretty solid and interesting. 2. Overall cultist plot thing. 3. They tried to do something I hadn't seen before, in terms of structure. My kids have seen the adult group playing and are interested. I may run HotDQ for them, unmodified, just to give it a chance. Or not. I might also take a stab at rewriting it for Eberron, too. Most likely, if I'm being honest, I'll just leave it on my shelf until the next time I think about it while running to the used book store; it'll remain a mediocre adventure that I never ran. [/QUOTE]
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