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General Tabletop Discussion
*Dungeons & Dragons
Which was the most recent Wizards adventure you consider a classic?
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<blockquote data-quote="Burnside" data-source="post: 9605608" data-attributes="member: 6910340"><p>Thanks for the kind words. When we finished that campaign, I read the adventure and I was taken aback at some of the issues our DM had fixed (without our knowing) to make it more cohesive.</p><p></p><p>The Baldur's Gate section, as written, absolutely seems Frankensteined on there to me; it would be much easier to invest the player characters in the fate of Elturel if the book spent as much time tying them to Elturel as it does to Baldur's Gate (or, alternately, if rescuing Baldur's Gate, and not Elturel, was the focus of the last 8 levels worth of content.)</p><p></p><p>The Path of Devils vs Path of Demons as written is one of those WotC design deals where they want the players to make a big dramatic choice, but supply zero info to inform that choice, so instead of feeling dramatic it feels like a random coin flip. It actually IS an important choice, but for reasons that are left needlessly opaque to the players. Our DM went the sandbox route with it, which I now see others have done, which is the right move I think.</p><p></p><p>The book also includes a lot of mechanisms for involuntarily turning the adventurers evil or compromising or corrupting them in some way, but it really relies heavily on altruism as the motivation for pursuing its central goal and offers little to no motivation for evil characters to continue its main quest (again, something that might have been mitigated if the PCs had backgrounds and histories that tied them to Elturel instead of Baldur's Gate). It's not doing the DM any favors to offer all of these ways to turn the characters evil but not really offering much in the way of suggestions or support for why they would then continue the adventure.</p></blockquote><p></p>
[QUOTE="Burnside, post: 9605608, member: 6910340"] Thanks for the kind words. When we finished that campaign, I read the adventure and I was taken aback at some of the issues our DM had fixed (without our knowing) to make it more cohesive. The Baldur's Gate section, as written, absolutely seems Frankensteined on there to me; it would be much easier to invest the player characters in the fate of Elturel if the book spent as much time tying them to Elturel as it does to Baldur's Gate (or, alternately, if rescuing Baldur's Gate, and not Elturel, was the focus of the last 8 levels worth of content.) The Path of Devils vs Path of Demons as written is one of those WotC design deals where they want the players to make a big dramatic choice, but supply zero info to inform that choice, so instead of feeling dramatic it feels like a random coin flip. It actually IS an important choice, but for reasons that are left needlessly opaque to the players. Our DM went the sandbox route with it, which I now see others have done, which is the right move I think. The book also includes a lot of mechanisms for involuntarily turning the adventurers evil or compromising or corrupting them in some way, but it really relies heavily on altruism as the motivation for pursuing its central goal and offers little to no motivation for evil characters to continue its main quest (again, something that might have been mitigated if the PCs had backgrounds and histories that tied them to Elturel instead of Baldur's Gate). It's not doing the DM any favors to offer all of these ways to turn the characters evil but not really offering much in the way of suggestions or support for why they would then continue the adventure. [/QUOTE]
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Community
General Tabletop Discussion
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Which was the most recent Wizards adventure you consider a classic?
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