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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="Retros_x" data-source="post: 9629654" data-attributes="member: 7033171"><p>Funny, I am in a similar situation - currently in the last level of the final dungeon after 3 years of playing - but I am way less fond of the campaign. The hexcrawl was fun in the beginning but we basically stumpled upon the right track to Omu and in general there was not a lot to discover. Omu was my personal highlight, exploring the town was real fun. The dungeon is a great funhouse dungeon but it drags and I just realized that a funhouse dungeon is not a good fit as a finale for a long campaign. For years we built our characters and backstories only for them do die like flies due to deadly traps that are often not telegraphed really well. Only two out of six are the OG crew that arrived at the dungeon and we basically just want be done with it.</p><p></p><p>Might also be a DM problem, I don't think he changed a lot of stuff, maybe he should've individualized it a bit more, I don't know. I like the "zoom in" structure of the campaign, but I think the execution is weak.</p><p></p><p>My personal classic is Storm Kings Thunder. I was not a player here, but a DM. Had to adjust a lot in chapter 3, but honestly I think it was worth the effort. My players still talk about this campaign years later, felt epic and mystic and exciting.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9629654, member: 7033171"] Funny, I am in a similar situation - currently in the last level of the final dungeon after 3 years of playing - but I am way less fond of the campaign. The hexcrawl was fun in the beginning but we basically stumpled upon the right track to Omu and in general there was not a lot to discover. Omu was my personal highlight, exploring the town was real fun. The dungeon is a great funhouse dungeon but it drags and I just realized that a funhouse dungeon is not a good fit as a finale for a long campaign. For years we built our characters and backstories only for them do die like flies due to deadly traps that are often not telegraphed really well. Only two out of six are the OG crew that arrived at the dungeon and we basically just want be done with it. Might also be a DM problem, I don't think he changed a lot of stuff, maybe he should've individualized it a bit more, I don't know. I like the "zoom in" structure of the campaign, but I think the execution is weak. My personal classic is Storm Kings Thunder. I was not a player here, but a DM. Had to adjust a lot in chapter 3, but honestly I think it was worth the effort. My players still talk about this campaign years later, felt epic and mystic and exciting. [/QUOTE]
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Community
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Which was the most recent Wizards adventure you consider a classic?
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