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D&D 5e Adventueres?

Started by Piestrio, March 29, 2015, 04:47:18 PM

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Christopher Brady

Quote from: Krimson;961533Okay, so perhaps the Inn's location isn't optimal. I mostly got the book for the redux modules several of which I do not own and the maps. The maps are nice.

I will grant that the maps are nice, they did do a good job there.  But the rest of the book...
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

S'mon

Quote from: Christopher Brady;961428I tend to dislike most adventures because their often $20+ for a single use affair, but so far, at least two of the books have a lot of cool things you can use after you run the adventure.

Single-use can be a 30-50 session campaign though. $50 hardbacks like Rise of the Runelords, Curse of the Crimson Throne, Dwimmermount, Lost City of Barakus give content for around a year of regular play, and I think these are pretty good value for money. $20 softbacks can be anything from a single-session adventure to a Vault of Larin Karr style sandbox of similar scope to the hardbacks. I think the WoTC hardbacks are more akin to the former. The question really is whether it's good enough that you are actually going to run it.

estar

Quote from: Christopher Brady;961428I tend to dislike most adventures because their often $20+ for a single use affair, but so far, at least two of the books have a lot of cool things you can use after you run the adventure.

Hence why I made the back half of Scourge of Demon Wolf, a regional supplement and sell it for $15. You are not the only one sharing this sentiment.

Christopher Brady

Quote from: S'mon;961571Single-use can be a 30-50 session campaign though. $50 hardbacks like Rise of the Runelords, Curse of the Crimson Throne, Dwimmermount, Lost City of Barakus give content for around a year of regular play, and I think these are pretty good value for money. $20 softbacks can be anything from a single-session adventure to a Vault of Larin Karr style sandbox of similar scope to the hardbacks. I think the WoTC hardbacks are more akin to the former. The question really is whether it's good enough that you are actually going to run it.

And after that year?  The book is useless.  All I ask of any supplement is many years of use, and adventures (for the most part) don't do that. But when they do give something more, like Out of The Abyss' Chapter 2, with it's Underdark random tunnel tables, it's section on types of mushrooms and the concept art, or Storm King's Thunder Giant Runes, Chapter 3's location expansions and suggestions for what to encounter (some of which have very little to do with Giants, and some that do, can be used as is, but still not part of the main story) that is when I willingly plunk down cash.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

estar

Quote from: Christopher Brady;961606And after that year?  The book is useless.
The locales (usually) don't go away. But it is better when authors include supplemental material like the Giant Runes, etc.

S'mon

Quote from: estar;961619The locales (usually) don't go away. But it is better when authors include supplemental material like the Giant Runes, etc.

Also the results of that adventure can affect your campaign(s) into the future, indefinitely.

fearsomepirate

The difference between a hardcover campaign and a supplement is that I will use tiny bits of the supplement over the life of the game, while I'll use nearly all of the campaign over about a year. For example, the only bits of 4e PHB 2 that ever got used in the years I had it were a couple feats, the Invoker class, and the Warden class. I think it amounted to about 9 pages of material seeing use. By contrast, we played just about every page of Rise of Tiamat.
Every time I think the Forgotten Realms can\'t be a dumber setting, I get proven to be an unimaginative idiot.

S'mon

Quote from: fearsomepirate;961711The difference between a hardcover campaign and a supplement is that I will use tiny bits of the supplement over the life of the game, while I'll use nearly all of the campaign over about a year. For example, the only bits of 4e PHB 2 that ever got used in the years I had it were a couple feats, the Invoker class, and the Warden class. I think it amounted to about 9 pages of material seeing use. By contrast, we played just about every page of Rise of Tiamat.

That fits my experience of a lot of hardback rules supplements. I prob get more post-adventure use from my adventure books than I do from many rules hardbacks.

Krimson

Quote from: S'mon;961749That fits my experience of a lot of hardback rules supplements. I prob get more post-adventure use from my adventure books than I do from many rules hardbacks.

Like when you have player characters who make enough coin to buy or claim some land in an area they like, or maybe they have already done so during the course of the adventure. The people and places are still there, and there are ecologies in the area and power vacuums to fill. It's not going to take long for other creatures to move into that dungeon you cleared out, unless you decide to do something with it.

There's no reason why you can't recycle encounter areas. Change the start location, refluff the beasties, use a slightly different colored lighting and you're good. :D
"Anyways, I for one never felt like it had a worse \'yiff factor\' than any other system." -- RPGPundit