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*Dungeons & Dragons
Wizards Goes Big with Vecna: Eve of Ruin
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<blockquote data-quote="Shardstone" data-source="post: 9361794" data-attributes="member: 6807784"><p>I have the adventure and I'm not really happy with how little of a role Vecna has in it, or his direct minions. Its really designed more like, say, Zelda: Breath of the Wild, where you know Vecna's location and that he's the final boss but you have to go all over the world first. However, unlike BotW, you don't get to experience the legacy of Ganon/Vecna; instead, you experience things completely independent events. This, while cool, really makes this feel flat as "Vecna: Eve of Ruin" and reduces Vecna from a character to JUST a boss monster.</p><p></p><p>In other words, the book is written to be lore optional. I guess with all the videos and stuff you get a lore more lore you can add in if you want, but I wish the book just tied Vecna in a little more as a default. Likewise, Lolth isn't used as much as I'd like either, but she is used.</p><p></p><p>Ultimately, I grade adventures by a <strong>personal </strong>scale of "Did this adventure create stuff I wouldn't have created without it?" and the answer is <strong>no. </strong>The only truly unique thing in this adventure is the Wish opening (I know others have thought this up but I never had!). Compared to Tomb of Annihilation's Resurrection Curse (one of my favorite ideas for an adventure even if they underutilized it), Frostmaiden's Fallen-God Auroral Sun-Sinking Ritual & Frozen Alien City, and Avernus's Tale of Two Cities + Mad Max in Hell aesthetics, Vecna falls pitifully short of actually giving me something fresh. And while these adventures listed all have problems -- especially Avernus -- at least they inspire me to want to play with the core idea. Venca did too, until I read the book and just found very little that felt new.</p><p></p><p><strong>TL;DR: </strong>Needs more Vecna, more Lolth, more Rod, more novelty.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9361794, member: 6807784"] I have the adventure and I'm not really happy with how little of a role Vecna has in it, or his direct minions. Its really designed more like, say, Zelda: Breath of the Wild, where you know Vecna's location and that he's the final boss but you have to go all over the world first. However, unlike BotW, you don't get to experience the legacy of Ganon/Vecna; instead, you experience things completely independent events. This, while cool, really makes this feel flat as "Vecna: Eve of Ruin" and reduces Vecna from a character to JUST a boss monster. In other words, the book is written to be lore optional. I guess with all the videos and stuff you get a lore more lore you can add in if you want, but I wish the book just tied Vecna in a little more as a default. Likewise, Lolth isn't used as much as I'd like either, but she is used. Ultimately, I grade adventures by a [B]personal [/B]scale of "Did this adventure create stuff I wouldn't have created without it?" and the answer is [B]no. [/B]The only truly unique thing in this adventure is the Wish opening (I know others have thought this up but I never had!). Compared to Tomb of Annihilation's Resurrection Curse (one of my favorite ideas for an adventure even if they underutilized it), Frostmaiden's Fallen-God Auroral Sun-Sinking Ritual & Frozen Alien City, and Avernus's Tale of Two Cities + Mad Max in Hell aesthetics, Vecna falls pitifully short of actually giving me something fresh. And while these adventures listed all have problems -- especially Avernus -- at least they inspire me to want to play with the core idea. Venca did too, until I read the book and just found very little that felt new. [B]TL;DR: [/B]Needs more Vecna, more Lolth, more Rod, more novelty. [/QUOTE]
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