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WotC Reveals New Information and Covers for 'Keys from the Golden Vault'
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<blockquote data-quote="Ruin Explorer" data-source="post: 8915394" data-attributes="member: 18"><p>I flatly do not believe it.</p><p></p><p>You don't get giant holes in campaigns because of playtesting. You don't get no heists in an adventure called Dragon Heist because of playtesting. Playtesting leads you to finding the problems, not leaving the problems. And let's be clear - this isn't a "5E problem". This was a problem in 4E and to a lesser extent 3E. 4E had some of the absolute worst adventures WotC has ever put out - some border on the entirely incoherent. Don't even get me started on Keep on the Shadowlands.</p><p></p><p>It's not about "tight design" either, I'm not sure where you're getting that from - I'm talking about high-quality explanations and well-outlined plots and so on. Stuff that, in practice, means the DM isn't tripping over their feet when they run it. Sometimes it's about KISS too. The scenario discussed earlier was a good example of that - that was just a bad scenario design, and unnecessarily complex. They could equally have just had the PCs be in an alley, see the guys pulling the samovar out the window, and have the merchant be right next to the PCs and hand them the (super?) flying carpet to pursue - it would get you much closer to the actual starting scenario (120' distance, both groups on flying carpets). The needless complexity smacks of a DM who doesn't really know what they're doing (certainly in terms of writing adventures for others to run).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8915394, member: 18"] I flatly do not believe it. You don't get giant holes in campaigns because of playtesting. You don't get no heists in an adventure called Dragon Heist because of playtesting. Playtesting leads you to finding the problems, not leaving the problems. And let's be clear - this isn't a "5E problem". This was a problem in 4E and to a lesser extent 3E. 4E had some of the absolute worst adventures WotC has ever put out - some border on the entirely incoherent. Don't even get me started on Keep on the Shadowlands. It's not about "tight design" either, I'm not sure where you're getting that from - I'm talking about high-quality explanations and well-outlined plots and so on. Stuff that, in practice, means the DM isn't tripping over their feet when they run it. Sometimes it's about KISS too. The scenario discussed earlier was a good example of that - that was just a bad scenario design, and unnecessarily complex. They could equally have just had the PCs be in an alley, see the guys pulling the samovar out the window, and have the merchant be right next to the PCs and hand them the (super?) flying carpet to pursue - it would get you much closer to the actual starting scenario (120' distance, both groups on flying carpets). The needless complexity smacks of a DM who doesn't really know what they're doing (certainly in terms of writing adventures for others to run). [/QUOTE]
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WotC Reveals New Information and Covers for 'Keys from the Golden Vault'
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