A friend gave me a couple of old D&D Adventurers League Modules and I have a few things to say. I mentioned yesterdays post that I really like the way two of the modules used a neighborhood map. The map is simple, beautiful, and the perfect scale and running a few adventures in the same neighborhood to give a nice sense of the area. Here is the one from Gangs of Waterdeep.
Neighborhood that doesn't exist in other Waterdeep sources |
In addition to that Gangs of Waterdeep has a nice use of the skill system. I don't think they are using DC right (I haven't really read the DM's Guide on the matter), and they don't explain what they are doing, but its clear enough to me and I think 5E should have done a lot more of this. In fact it reminds me a lot of my 1-page rules I've been doing, really using the idea that the better the roll the better the result. Yay Gangs of Waterdeep! I'd give the authors props if only they hadn't ruined the great read with a silly coach with ejector seats in the same module.
The issue I really decided to write a post about though was from the module Once in Waterdeep. We all dodged a bullet that this one didn't become the style of 5E. For example:
The plot is a railroad which I can forgive because the module has a time-limit, and most convention modules are a bit railroady. But if time is an issue why waste it creating plot points with the players instead of just having them written up already? The determining plot points with the players make this basically a Storygame. It doesn't feel very D&D at all. Here's more.
So it is not only story-gamey but it's like a lame school assignment when you had to get into groups and make some kind of presentation. Guess I just don't like/get storygames at all.
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