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<blockquote data-quote="Retreater" data-source="post: 7933062" data-attributes="member: 42040"><p>My groups' problem with the release cycle is probably unique. I run for multiple groups. Each group has one or two players that crossover. So if Group 1 plays an adventure, Group 2 can't because Players A and B have already played it with me (or in another group.) </p><p>Then we have the issue of TPKs or other campaign ending events. This has happened with Out of the Abyss, for example, when the group got killed off midway through. So the campaign lasted half as long as planned, and the group elected to not return to it out of frustration or just being tired. No one's fault, but I don't want to continue a campaign or restart without player buy-in. </p><p>Then, in the case of Tomb of Annihilation, we played through the end but hardly got maximum use from it. Clever play and role-playing got them through the penultimate dungeon without a single combat, and the final dungeon was explored by luck in the most efficient means possible. That last dungeon was cleared in 4-5 sessions somehow. In both cases, I did not want to punish ingenuity or mitigate their choices by expanding the dungeons and adding encounters.</p><p>I realize my experiences aren't typical, and I agree with the OP that I could use more options for content (because of my unusual group dynamics). </p><p>I was spoiled by the amount of material available for 3.x and PF. And for as often as I hear that this is the height of popularity for TTRPGs and D&D specifically, I feel like we should have more options of vetted, in print, quality first and third party adventures.</p></blockquote><p></p>
[QUOTE="Retreater, post: 7933062, member: 42040"] My groups' problem with the release cycle is probably unique. I run for multiple groups. Each group has one or two players that crossover. So if Group 1 plays an adventure, Group 2 can't because Players A and B have already played it with me (or in another group.) Then we have the issue of TPKs or other campaign ending events. This has happened with Out of the Abyss, for example, when the group got killed off midway through. So the campaign lasted half as long as planned, and the group elected to not return to it out of frustration or just being tired. No one's fault, but I don't want to continue a campaign or restart without player buy-in. Then, in the case of Tomb of Annihilation, we played through the end but hardly got maximum use from it. Clever play and role-playing got them through the penultimate dungeon without a single combat, and the final dungeon was explored by luck in the most efficient means possible. That last dungeon was cleared in 4-5 sessions somehow. In both cases, I did not want to punish ingenuity or mitigate their choices by expanding the dungeons and adding encounters. I realize my experiences aren't typical, and I agree with the OP that I could use more options for content (because of my unusual group dynamics). I was spoiled by the amount of material available for 3.x and PF. And for as often as I hear that this is the height of popularity for TTRPGs and D&D specifically, I feel like we should have more options of vetted, in print, quality first and third party adventures. [/QUOTE]
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