WotC Which releases do you own?

Which WotC 5E Products do you own?

  • Player's Handbook

    Votes: 173 98.3%
  • Dungeon Master's Guide

    Votes: 169 96.0%
  • Monster Manual

    Votes: 165 93.8%
  • Hoard of the Dragon Queen

    Votes: 66 37.5%
  • Rise of Tiamat

    Votes: 57 32.4%
  • Princes of the Apocalypse

    Votes: 73 41.5%
  • Out of the Abyss

    Votes: 77 43.8%
  • Sword Coast Adventurer's Guide

    Votes: 108 61.4%
  • Curse of Strahd

    Votes: 80 45.5%
  • Storm King's Thunder

    Votes: 69 39.2%
  • Volo's Guide to Monsters

    Votes: 135 76.7%
  • Tales of the Yawning Portal

    Votes: 91 51.7%
  • Tomb of Annihilation

    Votes: 78 44.3%
  • Xanathar's Guide to Everything

    Votes: 142 80.7%
  • Mordenkainen's Tome of Foes

    Votes: 119 67.6%
  • Waterdeep: Dragon Heist

    Votes: 71 40.3%
  • Waterdeep: Dungeon of the Mad Mage

    Votes: 72 40.9%
  • Guildmasters' Guide to Ravnica

    Votes: 59 33.5%
  • Tyranny of Dragons

    Votes: 36 20.5%
  • Ghosts of Saltmarsh

    Votes: 85 48.3%
  • Acquisitions Incorporated

    Votes: 32 18.2%
  • Baldur's Gate: Descent Into Avernus

    Votes: 68 38.6%
  • Eberron: Rising from the Last War

    Votes: 88 50.0%
  • Explorer's Guide to Wildemount

    Votes: 55 31.3%
  • Mythic Odysseys of Theros

    Votes: 31 17.6%
  • Starter Set

    Votes: 88 50.0%
  • Essentials Kit

    Votes: 67 38.1%

As a player, it's simpler--or at least easier to put into words--but it still might not make sense to anyone not me. When I've played published adventures, it's felt as though my character wasn't moving through their own story but was instead moving through someone else's. Not necessarily the GM's--this isn't strictly about the published adventure being a railroad (though some are)--just not that character's story, or even the party's story.

Yeah, I get that. I almost exclusively run published modules now. The overarching story does lock the PCs into a track, railroad or not, XYZ will eventually happens, but the details of how to get there change. My brain likes having the storyboard laid out, and then changing elements to suit me. My players don't normally get very deep into their character backgrounds. They like seeing how the story unfolds, tactical combat, surviving a session and having a laugh.
 

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Yeah, I get that. I almost exclusively run published modules now. The overarching story does lock the PCs into a track, railroad or not, XYZ will eventually happens, but the details of how to get there change. My brain likes having the storyboard laid out, and then changing elements to suit me. My players don't normally get very deep into their character backgrounds. They like seeing how the story unfolds, tactical combat, surviving a session and having a laugh.
Waterdeep Dragon Heist was a railroad (and your couldn't blow up the bank car. ALL the pcs had to buy into the story. And at the end of Chapter 4 you are supposed to be captured/find the clue to the next chapter villain. My players refused to finish it and I agreed. The next time thru I blended Chapter 4 and the last chapter. This why I was a hard gameist up to a few years ago. AKA Are we here to play D&D or Uno?
 






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