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WotC Vecna: Eve of Ruin Player Advice from WotC

Senior designer Amanda Hamon offers advice for players playing through the upcoming Vecna: Eve of Ruin.


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Parmandur

Book-Friend
I wonder if Stairs is designed to mesh with this adventure?
Everything in Stairs is lower Level, but I could see someone using the frame of the Genie guy in the Infinite Staircase, and re-do the fight against Vecna as coming from him instead of some Wizards after the party has cleared all the lower Level challenges.
 


MerricB

Eternal Optimist
Supporter
Even linear adventures have differing levels of player agency.

In Hoard of the Dragon Queen, there are some sections that can be approached completely differently depending on the group. Consider Castle Naerytar, for instance, where you can incite a revolt, go in all spells blazing, sneak in, bluff your way in, etc. Hoard's overall structure is very linear, but each chapter tends to give more agency to players.

Curse of Strahd has a beginning and end point, but the path in-between has pointers but the players can choose how to approach it. (Want to go to the Amber Temple with 3rd level characters, be my guest!)

An adventure like Descent into Avernus feels a lot more constrained. (It's one that feels like it began as more sandboxy, but then had a mostly linear plotline imposed on it. And the final chapter is from the first draft...) Generally each section has very little agency about how the players approach them. Shadow of the Dragon Queen, despite being an adventure I generally liked, also felt more linear. (I dislike how it represents the setting, but I think the adventure is fairly solid).

The Shattered Obelisk (the new sections) had differing levels of agency for players. I think The Briny Maze was a real missed opportunity - far more linear than it should have been. But at other times there were more options. (I still consider it, as a whole, disappointing). It strays towards the more linear side of things.

I'm not expecting much from Vecna, but we'll see how it goes. (I expect a lot of very shallow nods to other settings).

Cheers,
Merric
 

Reynard

Legend
Supporter
Even linear adventures have differing levels of player agency.

In Hoard of the Dragon Queen, there are some sections that can be approached completely differently depending on the group. Consider Castle Naerytar, for instance, where you can incite a revolt, go in all spells blazing, sneak in, bluff your way in, etc. Hoard's overall structure is very linear, but each chapter tends to give more agency to players.

Curse of Strahd has a beginning and end point, but the path in-between has pointers but the players can choose how to approach it. (Want to go to the Amber Temple with 3rd level characters, be my guest!)

An adventure like Descent into Avernus feels a lot more constrained. (It's one that feels like it began as more sandboxy, but then had a mostly linear plotline imposed on it. And the final chapter is from the first draft...) Generally each section has very little agency about how the players approach them. Shadow of the Dragon Queen, despite being an adventure I generally liked, also felt more linear. (I dislike how it represents the setting, but I think the adventure is fairly solid).

The Shattered Obelisk (the new sections) had differing levels of agency for players. I think The Briny Maze was a real missed opportunity - far more linear than it should have been. But at other times there were more options. (I still consider it, as a whole, disappointing). It strays towards the more linear side of things.

I'm not expecting much from Vecna, but we'll see how it goes. (I expect a lot of very shallow nods to other settings).

Cheers,
Merric
"Linear" is an adventure design style.

"Railroad" is a GMing style.
 





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