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WotC Reveals New Information and Covers for 'Keys from the Golden Vault'
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<blockquote data-quote="DEFCON 1" data-source="post: 8915097" data-attributes="member: 7006"><p>I would suggest that it's not that they don't do much playtesting... but that they recognize they are trying to serve all the different DMing styles with their adventures.</p><p></p><p>They are trying to give just enough story beats and interesting narrative encounters leading towards plot for those folks who just want compelling story to follow. They also try to give just enough interesting combinations of enemies and locations and "victory conditions" for those people who just to do fights. And they try to set up just enough narrative "problem-solving" where those who want to strategically "solve" encounters via everything written down on just their character sheets can do so.</p><p></p><p>But they can't and never will go all the way to create encounters that allow all those styles of DM to just run things as-is. Because that's just way too much detail and page count required, and which each branch only helps a small amount of people.</p><p></p><p>I know so many DMs want any modules and adventures they pick up to just be "plug and play" exactly in the manner they engage with Dungeons & Dragons... but that's just not possible. Not for this game. Because too many of us can't agree on what that "plug and play" should actually look like. And thus to make these adventures work for us... yes... we have to put in the effort to build them out ourselves.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8915097, member: 7006"] I would suggest that it's not that they don't do much playtesting... but that they recognize they are trying to serve all the different DMing styles with their adventures. They are trying to give just enough story beats and interesting narrative encounters leading towards plot for those folks who just want compelling story to follow. They also try to give just enough interesting combinations of enemies and locations and "victory conditions" for those people who just to do fights. And they try to set up just enough narrative "problem-solving" where those who want to strategically "solve" encounters via everything written down on just their character sheets can do so. But they can't and never will go all the way to create encounters that allow all those styles of DM to just run things as-is. Because that's just way too much detail and page count required, and which each branch only helps a small amount of people. I know so many DMs want any modules and adventures they pick up to just be "plug and play" exactly in the manner they engage with Dungeons & Dragons... but that's just not possible. Not for this game. Because too many of us can't agree on what that "plug and play" should actually look like. And thus to make these adventures work for us... yes... we have to put in the effort to build them out ourselves. [/QUOTE]
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WotC Reveals New Information and Covers for 'Keys from the Golden Vault'
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