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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="MerricB" data-source="post: 9606443" data-attributes="member: 3586"><p>I have similar stories with both <em>Isle of Dread</em> and <em>Keep on the Borderlands</em>.</p><p></p><p>As an adult, experienced DM, I've had wonderful times with both of them. As an inexperienced teenager... they weren't great. (I did hit on the idea of just skipping the wilderness & keep and going to the Caves after my initial horrible efforts, and that worked well).</p><p></p><p>It's the thing you really have to keep in mind when discussing adventures: DM skill and tastes play <em>hugely</em> into their success.</p><p></p><p>I've had great success with <em>Lost Mine of Phandelver, Tyranny of Dragons</em>, <em>Curse of Strahd</em>, and <em>Storm King's Thunder </em>this edition, running each multiple times. But with <em>Descent into Avernus</em>, I was never more glad when covid lockdown meant we couldn't continue with it.</p><p></p><p><em>Tomb of Annihilation</em> is a really weird one - because the basic structure of it frustrates me utterly. (How many clues are there to the location of the Soulmonger? All this hexcrawling, and no clues to be found!) But then I get to Omu, and have the best time you can imagine. Meanwhile, I know many of my DM friends just added lots of stuff to the hexcrawl and made it an Adventure To Remember. Same thing I do with <em>Tyranny</em> (though I think I rely a lot more on the inspiration of the base text).</p><p></p><p>When an adventure inspires the DM enough to add to it, surely there's something to it?</p><p></p><p>But then you get <em>Vecna: Eve of Ruin, </em>and I'm watching a lot of people's reports on running it (I finished it last year), and almost to a man they despair at the actual scenarios, and replace them with their own material. The underlying idea is fine, but the implementation -- it's serviceable. You can run it. But great? Not from where I'm standing.</p></blockquote><p></p>
[QUOTE="MerricB, post: 9606443, member: 3586"] I have similar stories with both [I]Isle of Dread[/I] and [I]Keep on the Borderlands[/I]. As an adult, experienced DM, I've had wonderful times with both of them. As an inexperienced teenager... they weren't great. (I did hit on the idea of just skipping the wilderness & keep and going to the Caves after my initial horrible efforts, and that worked well). It's the thing you really have to keep in mind when discussing adventures: DM skill and tastes play [I]hugely[/I] into their success. I've had great success with [I]Lost Mine of Phandelver, Tyranny of Dragons[/I], [I]Curse of Strahd[/I], and [I]Storm King's Thunder [/I]this edition, running each multiple times. But with [I]Descent into Avernus[/I], I was never more glad when covid lockdown meant we couldn't continue with it. [I]Tomb of Annihilation[/I] is a really weird one - because the basic structure of it frustrates me utterly. (How many clues are there to the location of the Soulmonger? All this hexcrawling, and no clues to be found!) But then I get to Omu, and have the best time you can imagine. Meanwhile, I know many of my DM friends just added lots of stuff to the hexcrawl and made it an Adventure To Remember. Same thing I do with [I]Tyranny[/I] (though I think I rely a lot more on the inspiration of the base text). When an adventure inspires the DM enough to add to it, surely there's something to it? But then you get [I]Vecna: Eve of Ruin, [/I]and I'm watching a lot of people's reports on running it (I finished it last year), and almost to a man they despair at the actual scenarios, and replace them with their own material. The underlying idea is fine, but the implementation -- it's serviceable. You can run it. But great? Not from where I'm standing. [/QUOTE]
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Which was the most recent Wizards adventure you consider a classic?
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