The problem with 5e groups is, you have grognards playing with Type III series people playing with Type IV series people and each group has wildly different expectations of what occurs during play. How players react to this has to do with their expectations and previous play experience. One of the biggest issues that has come up is that Hoard of the Dragon Queen starts with the players seeing a blue dragon attacking a town. What we are talking about here is what makes a good adventure for a player to buy? What makes a good adventure for a DM to run at encounters? What are the assumptions of each and how do we negotiate those? How much does the module require of you to do that? I run linear non-jaquayed dungeons all the time, but I run them as sites on a hexmap or quest options for players to explore or ignore as they please (with the appropriate consequences of course). That was not the directive for this book. What are some of the best adventures and most memorable modules? Caves of Chaos? Elemental Evil? Phandlever? Thracia? Each of those are these giant environments with many moving parts that players can manipulate. There are a lot of unfair comparisons being made. Steve Winter has faith in me (and you) that we can move beyond his page count constraints to do that. That's what this series is-simply my take on how I would present and run things to prevent that. There are these points in this adventure (A blue dragon attacks the town, you've got to walk into the enemy camp, a half-dragon leader who far outclasses the party challenges them) where if handled by a poor Dungeon Master, can lead to player disbelief, disengagement, and dissatisfaction. When I'm writing an adventure for someone, I've got to assume that they have the skills to pull things off. Communication and the trials associated with it are awesome.ĭwarven, That's the name of the language, right?Įpisode four is where a lot of awesome is found. It isn't a problem or something to be ignored. Several people in the party only share the common tongue, which I have prepared a primitive word list, only allowing those words to be communicated in common. Reghedjic, the tongue of the northern glacial Barbarians in the north and east. Uluik, the language of the native icehunters. There's Bothii, the language of the northern barbarian tribes. Illuskan is the language of the north spoken by the Illuskan people. It's a complete cluster of weird related languages. ![]() ![]() The Forgotten Realms language system is a mess. It's the first game I've ever run in the Forgotten Realms. It's the first fifth edition game I've ever run. Well, for some styles of play, a hell of a lot.Ĭurrently I'm running a fifth edition Forgotten Realms game. What does messing around with a language add to a game?
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