Finished up Chapter 4: Shadow of War in Shadow of the Dragon Queen. I'm going to dance around some spoilers in this section while trying to say something meaningful about it. #DnD5e
We have more thematic echoes of the original adventures, in this case a situation not entirely unlike the arrival at Thorbardin. We also get an NPC foil in the veil of Theocrat Hederick or Derek Crownguard from the original series.
This section has a number of missions to complete, as well as two main locations to explore, and another encounter that can be played out that happens in the middle of a larger battle.
You can use the board game to resolve mass battles in three suggested areas. Two are noted as primarily existing to give details about what the local forces have been doing while the PCs go on missions.
The third scenario grants the player characters some boons if they successfully complete it. I haven't seen the board game, but I really enjoy the semi-abstracted smaller battle-within-a-fight encounters in this book.
This uses the same concept as the other chapter, where there is a border region with special rules, but the special rules for this combat and how it interacts with that border region is different.
This section also tackles the age-old question of "how do you communicate the background story of an NPC to the players in a way that isn't an info dump?"
In this case, I like the solution, as parts of the story are revealed as the PCs explore a location, and the reason they are revealed is bound up with the MacGuffin and how it interacts with the NPCs searching for it.
There is a little bit of the design around encounters that I didn't like in the previous chapter, as we have a few "roll on this chart for encounters, but use however many you want." I would rather a suggested number or a trigger, but that's me.
There is also another instance where PCs can make a check while searching, and the only difference between making the check and failing the check is the amount of time to accomplish the task, but there is no real time pressure on the PCs.
I would have rather had the adventure call out checking for encounters during the extended time, or perhaps giving the PCs the chance to set up an ambush if they make their check to notice something earlier rather than later.
We get some encounters with some classic Dragonlance cultural representatives in this section, and I like that both of the encounters are out there enough to convey their quirks, but not a protracted endurance run through those quirks.
So far, this still feels like a really solid representation of playing through the Solamnic campaign side of the War of the Lance and starting to add in some of the more epic things to come that are worthy of big damn hero types.
One other thing that I don't recall coming up quite as often in other #DnD5e adventures: It looks like Supernatural Gifts are coming up more as a reward in certain sections of this. This is a good place for those, given the kind of mythic significance of the War of the Lance.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
Shadow of the Dragon Queen Chapter 6: City of Lost Names read through:
Just finished up the next chapter of the adventure, and as per usual, I've got some thoughts on how it unfolded.
The opening section of this chapter, leading to the location that the PCs have been trying to find, is another of those callbacks that reminds me a bit of the original adventure and the Sla-Mori, the hidden path into Pax Tharkas.
There are four locations in this section, with three meant to be explored. The fourth is next chapter's problem, and to dissuade players from going there, it's the most heavily guarded.
I know it's a bit out of date, as it ended with Eisner's departure, but every time I see someone talking about a Disney project that got screwed over in the promomtion phase, I think of Disney War, and how sometimes someone that wants a project to die tries to kill it indirectly.
This is definitely part of Disney corporate culture. When someone that is the head of this studio or that gets to make a decision that slides unded the radar of someone else in the company, this is how they kill a project that is already in the pipeline.
Sometimes it's about "I don't want the head of that division to look good," and sometimes it's "oh, shit, I didn't realize it was about that," but its a thing that definitely does happen at Disney. Someone wanted Strange World dead.
Finished up Chapter 5: The Northern Wastes in Shadow of the Dragon Queen. In this section, the PCs are going to be the scouts/advanced force for troops sent into the titular region to find out what the villain from the previous chapter was after.
The PCs don't start off knowing the exact location they are heading. At various spots on the map of the Northern Wastes, they are going to encounter different characters and locations that will give them more information, which eventually leads them where they want to go.
These locations don't require a specific order, expect that the PCs can't pinpoint their final location until they gather some clues. Some of the locations may be discoverable, but are more useful to visit once the PCs have a job to do at that location, from an NPC.
Okay, time to reminisce about a campaign I never got to finish as a player. I was playing an Eladrin paladin from the Feywild. He was extremely naive, and on top of that, his mother told him his father was Corellon, and he often led with that in conversations.
One of the other members of the party was an Eladrin thief who grew up on the Prime Material plane, and my character was convinced that if he could trust anyone, it must be another Eladrin.
Anyway, one corner of the continent was suddenly covered in night. We were told that this sounded suspiciously like what happened with an Apocalypse Clock had one of its segments filled in.
I'm by no means saying D&D 4e was perfect. Anyone that has followed me for any length of time knows I have definitely not held that opinion. But "D&D 4e was an MMO" is a tired critique. People think this is a major arguement against the game.
MMOs adapted rules from TTRPGs in a medium that works for video games, and TTRPGs adapt really good video game ideas back into TTRPGs as well. The Clock, one of the current favorite TTRPG mechanics, is definitely something you could say has been done in video games.
I also don't like to use the term "WotC" too broadly, because that lumps in everybody at the company as a united whole. There are plenty of people that work on a specific game that love that game and want it to be the best.
I'll be honest, I'm more concerned about the future of D&D based on Hasbro's aggresive growth plan more than any designer decisions. Despite the narratives, what really made D&D 4e into a perceived failure was the expectations Hasbro put on the game.
We're in an era where I don't think its hyperbolic to say that corporations have zero shame in assuming that they must have record profits every single year, and are planning exponential growth from everything that shows promise.
That also sets up product lines to crash and burn, not when they do poorly, but when they don't provide exponential growth for their parent company. I don't think Hasbro will abandon a brand that has the name recognition that D&D has.