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General Tabletop Discussion
*Dungeons & Dragons
Where's the Villain? and other musings. Why some published campaigns are great and some aren't (Spoiler alerts)
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<blockquote data-quote="TheSword" data-source="post: 9249060" data-attributes="member: 6879661"><p>Sure thing but execution is very hard to discuss for all the same reasons I said it’s hard to find evidence of a great homebrew campaign. If we were all streamers we could check but <img class="smilie smilie--emoji" alt="🤷🏻♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-1f3fb-2642.png" title="Man shrugging: light skin tone :man_shrugging_tone1:" data-shortname=":man_shrugging_tone1:" loading="lazy" width="64" height="64" /></p><p></p><p>All the examples you give support the hypothesis as far as I can see.</p><p></p><p>If Rime, Princess, Out of the Abyss and Storm Kings Thunder had better villains, indeed villains that were central to what the players were experiencing then they get would have been much stronger. Rime and Princes particularly.</p><p></p><p>If Hoard/Rise had more flexibility in its structure and had a sandbox element rather than strings of sequential encounters it could have been great. As could Descent into Avernus.</p><p></p><p>I can’t speak for Shadows of the Dragon Queen as I haven’t read it. Dragonlance doesn’t appeal to me. Similarly I’m going to be a player in LMOP soon I hope so I have avoided it. I feel that being an introductory campaign across a very short number of levels means that carries it a long way if there are good NpC interactions and a sandbox elements.</p><p></p><p>To be clear, I don’t think you need to be encountering the Villain from day one. But their hand has to be felt relatively early one. There has to be a sense that something specific is pulling the strings and the nature of the Death Curse and the very specific location of Ormu keeps that going. Tomb is a campaign with a clear goal and when the villain is thwarted the goal is achieved.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9249060, member: 6879661"] Sure thing but execution is very hard to discuss for all the same reasons I said it’s hard to find evidence of a great homebrew campaign. If we were all streamers we could check but 🤷🏻♂️ All the examples you give support the hypothesis as far as I can see. If Rime, Princess, Out of the Abyss and Storm Kings Thunder had better villains, indeed villains that were central to what the players were experiencing then they get would have been much stronger. Rime and Princes particularly. If Hoard/Rise had more flexibility in its structure and had a sandbox element rather than strings of sequential encounters it could have been great. As could Descent into Avernus. I can’t speak for Shadows of the Dragon Queen as I haven’t read it. Dragonlance doesn’t appeal to me. Similarly I’m going to be a player in LMOP soon I hope so I have avoided it. I feel that being an introductory campaign across a very short number of levels means that carries it a long way if there are good NpC interactions and a sandbox elements. To be clear, I don’t think you need to be encountering the Villain from day one. But their hand has to be felt relatively early one. There has to be a sense that something specific is pulling the strings and the nature of the Death Curse and the very specific location of Ormu keeps that going. Tomb is a campaign with a clear goal and when the villain is thwarted the goal is achieved. [/QUOTE]
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Where's the Villain? and other musings. Why some published campaigns are great and some aren't (Spoiler alerts)
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