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Curse of Strahd Post-Mortem (Spoilers)
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<blockquote data-quote="Blue" data-source="post: 8542990" data-attributes="member: 20564"><p>We ran through it with a rather different outcome. We had a DM who liked to discover what was happening at the same time as us and purposefully didn't read ahead, just ran it as it lay straight from the book. He picked it up (both hardcover and Roll20) because he didn't have a lot of prep time and it had a lot of good reviews.</p><p></p><p>Several times during exploration we just ran into threats well above us. First time it happened was in the basement of the Death House and it would have been a TPK except he fudged the foe down greatly. After that we were ready to run from trouble.</p><p></p><p>But twice (thrice?) more we had overwhelming immediate and unbroadcasted damage and lost characters before having any chance to react or retreat. Because we were exploring blind trying to find the artifacts in the Troika deck and had been unsuccessful at any attempts to research locations or get information about the threats at them.</p><p></p><p>He was cool with the NPCs - they all went off to gather reinforcements for an assault on the castle and didn't adventure with us.</p><p></p><p>On the other hand he was generous with items and we had all started with some sort of boon connected to a fatal flaw, and we ended up fragile but overpowered.</p><p></p><p>We got hints to the Amber Temple, DM told us is was super ool and way hard. We started for it and ... he got bored of running? Basically <s>forced</s>gave us a teleportation effect to get into Castle Ravenloft and handwaved that our allies would know and launch their attack.</p><p></p><p>It was big with lots of things to be investigated that ate time, but ended up dragging. Then we fought Strahd, and killed him with the only real moment of tension being that one of our party was unbreakably charmed for 24 hours so we had to knock him out.</p><p></p><p>It felt like too much exploration/investigation which turned into a drag, with periodic moments of too-easy or too-hard combat.</p><p></p><p>As a low-prep, run-from-the-book adventure, it did not deliver to my table.</p><p></p><p>EDIT: And I've seen and believe all the peopel thrilled with it. It just didn't work at my table with that DM.</p></blockquote><p></p>
[QUOTE="Blue, post: 8542990, member: 20564"] We ran through it with a rather different outcome. We had a DM who liked to discover what was happening at the same time as us and purposefully didn't read ahead, just ran it as it lay straight from the book. He picked it up (both hardcover and Roll20) because he didn't have a lot of prep time and it had a lot of good reviews. Several times during exploration we just ran into threats well above us. First time it happened was in the basement of the Death House and it would have been a TPK except he fudged the foe down greatly. After that we were ready to run from trouble. But twice (thrice?) more we had overwhelming immediate and unbroadcasted damage and lost characters before having any chance to react or retreat. Because we were exploring blind trying to find the artifacts in the Troika deck and had been unsuccessful at any attempts to research locations or get information about the threats at them. He was cool with the NPCs - they all went off to gather reinforcements for an assault on the castle and didn't adventure with us. On the other hand he was generous with items and we had all started with some sort of boon connected to a fatal flaw, and we ended up fragile but overpowered. We got hints to the Amber Temple, DM told us is was super ool and way hard. We started for it and ... he got bored of running? Basically [S]forced[/S]gave us a teleportation effect to get into Castle Ravenloft and handwaved that our allies would know and launch their attack. It was big with lots of things to be investigated that ate time, but ended up dragging. Then we fought Strahd, and killed him with the only real moment of tension being that one of our party was unbreakably charmed for 24 hours so we had to knock him out. It felt like too much exploration/investigation which turned into a drag, with periodic moments of too-easy or too-hard combat. As a low-prep, run-from-the-book adventure, it did not deliver to my table. EDIT: And I've seen and believe all the peopel thrilled with it. It just didn't work at my table with that DM. [/QUOTE]
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