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WotC Is Designing Adventures With Shorter Content Chunks
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<blockquote data-quote="tetrasodium" data-source="post: 8353543" data-attributes="member: 93670"><p>This is probably a good change but rhime of the frostmaiden is pretty lacking. </p><p>[spoiler]</p><p>* 5e was designed explicitly for no feats no magic items so the system starts coming apart at the seams with feats or magic items and goes into meltdown pretty quickly with both so rhime basically has no room to include magic items.</p><p></p><p>*the wealth available to players is so stunningly abhorrent that it drives into "have you tried not doing that thing your GM told you to stop doing" levels with its absence </p><p></p><p>*there is very little guidance for a gm to quicky grab a thing and get up to speed on all of the things they need to know to run it. Suddenly duergar because um.... well uh....flipflipflip stop the dragon by um... uhh... well.. this npc cant tell you anything either ohh.... you went with violence like the last time you met dueargar and there are..um wow... that's a lot of duergar..... </p><p></p><p>** the gm needs to be able to quickly grasp what's going on and figure out what future twists/plot foundations they will need to plan for later so they can avoid filling in the blanks with conflicting stiff. The adventure cant require the gm go through it taking notes like they are writing their doctoral thesis on it but frostmaiden is pretty much exactly that </p><p>*there is basically one town except its split ten ways to ensure all of the NPCs and places are pretty much one and done with no touchstones for players to immerse themselves in</p><p>[/spoiler]</p><p></p><p>These are not problems that are impossible to fix but 5e is designed in ways that exacerbate most them or damage the game if they aren't an issue &wotc has spent the last several years adamantly ignoring them as badwrongfun.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8353543, member: 93670"] This is probably a good change but rhime of the frostmaiden is pretty lacking. [spoiler] * 5e was designed explicitly for no feats no magic items so the system starts coming apart at the seams with feats or magic items and goes into meltdown pretty quickly with both so rhime basically has no room to include magic items. *the wealth available to players is so stunningly abhorrent that it drives into "have you tried not doing that thing your GM told you to stop doing" levels with its absence *there is very little guidance for a gm to quicky grab a thing and get up to speed on all of the things they need to know to run it. Suddenly duergar because um.... well uh....flipflipflip stop the dragon by um... uhh... well.. this npc cant tell you anything either ohh.... you went with violence like the last time you met dueargar and there are..um wow... that's a lot of duergar..... ** the gm needs to be able to quickly grasp what's going on and figure out what future twists/plot foundations they will need to plan for later so they can avoid filling in the blanks with conflicting stiff. The adventure cant require the gm go through it taking notes like they are writing their doctoral thesis on it but frostmaiden is pretty much exactly that *there is basically one town except its split ten ways to ensure all of the NPCs and places are pretty much one and done with no touchstones for players to immerse themselves in [/spoiler] These are not problems that are impossible to fix but 5e is designed in ways that exacerbate most them or damage the game if they aren't an issue &wotc has spent the last several years adamantly ignoring them as badwrongfun. [/QUOTE]
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