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Community
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Thoughts On The Meh 5E Adventures.
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<blockquote data-quote="FitzTheRuke" data-source="post: 9327094" data-attributes="member: 59816"><p>I honestly think that 5e's "batting average" when it comes to adventures is significantly better than other editions.</p><p></p><p><em>However</em>, I don't think any of the 5e adventures are put together very well when it comes to making them remotely easy to run. As [USER=23]@Ancalagon[/USER] says, they take a LOT of work for the DM to beat into an actual game.</p><p></p><p>They're written very well to be excellent stories - they generally have the "hook" that [USER=60100]@Rabbitbait[/USER] speaks of. If your DM can take that story and beat it into a game, then they run very very well.</p><p></p><p>BUT, they have very little guidance on the most important thing for a DM - what to do TODAY at the table, in <em>this</em> session! I understand that this is difficult to write for, as most prep won't survive meeting the players, but it CAN be done much better than 5e does it, IMO.</p><p></p><p>For example, 4e, which generally had absolutely <em>terrible</em> adventures (with a few exceptions) was much easier (for me) to run directly from-the-book. It was all in the presentation.</p><p></p><p>I hope they find a better way to present adventures in the future.</p><p></p><p>Oh - they're also too LONG, but that's another story.</p><p></p><p>Strangely, I think that the best "era" for adventures was in the "gray space" between 4e and 5e. The D&DNext era. Murder at Baldur's Gate, Legacy of the Crystal Shard, Vault of the Dracolich, Ghosts of Dragonspear Castle, and Scourge of the Sword Coast are all BANGERS, IMO.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9327094, member: 59816"] I honestly think that 5e's "batting average" when it comes to adventures is significantly better than other editions. [I]However[/I], I don't think any of the 5e adventures are put together very well when it comes to making them remotely easy to run. As [USER=23]@Ancalagon[/USER] says, they take a LOT of work for the DM to beat into an actual game. They're written very well to be excellent stories - they generally have the "hook" that [USER=60100]@Rabbitbait[/USER] speaks of. If your DM can take that story and beat it into a game, then they run very very well. BUT, they have very little guidance on the most important thing for a DM - what to do TODAY at the table, in [I]this[/I] session! I understand that this is difficult to write for, as most prep won't survive meeting the players, but it CAN be done much better than 5e does it, IMO. For example, 4e, which generally had absolutely [I]terrible[/I] adventures (with a few exceptions) was much easier (for me) to run directly from-the-book. It was all in the presentation. I hope they find a better way to present adventures in the future. Oh - they're also too LONG, but that's another story. Strangely, I think that the best "era" for adventures was in the "gray space" between 4e and 5e. The D&DNext era. Murder at Baldur's Gate, Legacy of the Crystal Shard, Vault of the Dracolich, Ghosts of Dragonspear Castle, and Scourge of the Sword Coast are all BANGERS, IMO. [/QUOTE]
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