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Why 5E Adventurs Suck!!!!!
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<blockquote data-quote="Zardnaar" data-source="post: 9373869" data-attributes="member: 6716779"><p>Well they don't generally they're more mediocre imho. But why? We know WotC is capable of making good ones.</p><p></p><p> The big problem is the format. It's very hard to design a level 1-10 adventure let alone 1-20. It's an art form not a science. Paizo perhaps came the closest BUT.</p><p></p><p> Alot of those adventures fall apart later but you probably didn't reach those levels.</p><p></p><p> For example we played Kimgmaker and loved it. And gave up at the start of part 4. Savage Tide started out super strong. Perhaps the greatest low level adventure ever. Then you left Sasserine.</p><p></p><p> I stopped buying 5E wotc adventures after the witchlight one. It was essentially free but opportunity cost got involved.</p><p></p><p> Generally the good larger 5E adventures only two come to mind. ToA and CoS. Others have their favorites I suspect the DM or group made them work. And they're not generally terrible there's no 5E forest oracle for example.</p><p></p><p> The Starter sets and anthologies have good adventures. I own Ghosts of Saltmarsh, TftYP and Candeldeep each one has at least 2 good adventures in them imho. The big advantage is the format. Shorter adventures.</p><p></p><p> When I run my games I don't plot out the entire adventure. I come up with a them and blend it with pre published adventures and my own design. I have around 500-1000 adventures to draw on. Old dungeon magazine adventures, anthologies, PDFs add up very fast.</p><p></p><p> WotC has focused on the money</p><p> It's cheaper to print larger adventures with larger print runs. I would argue quality and variety has suffered.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9373869, member: 6716779"] Well they don't generally they're more mediocre imho. But why? We know WotC is capable of making good ones. The big problem is the format. It's very hard to design a level 1-10 adventure let alone 1-20. It's an art form not a science. Paizo perhaps came the closest BUT. Alot of those adventures fall apart later but you probably didn't reach those levels. For example we played Kimgmaker and loved it. And gave up at the start of part 4. Savage Tide started out super strong. Perhaps the greatest low level adventure ever. Then you left Sasserine. I stopped buying 5E wotc adventures after the witchlight one. It was essentially free but opportunity cost got involved. Generally the good larger 5E adventures only two come to mind. ToA and CoS. Others have their favorites I suspect the DM or group made them work. And they're not generally terrible there's no 5E forest oracle for example. The Starter sets and anthologies have good adventures. I own Ghosts of Saltmarsh, TftYP and Candeldeep each one has at least 2 good adventures in them imho. The big advantage is the format. Shorter adventures. When I run my games I don't plot out the entire adventure. I come up with a them and blend it with pre published adventures and my own design. I have around 500-1000 adventures to draw on. Old dungeon magazine adventures, anthologies, PDFs add up very fast. WotC has focused on the money It's cheaper to print larger adventures with larger print runs. I would argue quality and variety has suffered. [/QUOTE]
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