Das Yawning Portal Wimmelbild gab's schon im Dragon+, bin Fan! :dDrizzt, Cadderly, Elminster... ^-^
Das Yawning Portal Wimmelbild gab's schon im Dragon+, bin Fan! :d
Find ich eigentlich auch gut. Aber die Typen in der unteren rechten Ecke machen mir doch etwas Sorge, ob sich das Abenteuer auf ein anderes Setting übertragen lässt...? ;)Klar. Gibt doch in jedem guten Setting Beholder, Grells und Illithiden, oder? ;)
Ein erster Eindruck (Achtung, SPOILER!). (https://www.tribality.com/2018/09/07/waterdeep-dragon-heist-for-dd-5e-review/)Klingt gar nicht so schlecht auch wenn manch Unsinn
Liefern AL vergleichbare Beschreibungen wie SCAG oder wie in SKT?
18.9
Nach erstem Querlesen:
-Illus unterdurchschnittlich
(...)
zu steampunking
Doof, dass man nichts über die deutsche Version weiß.Nichts konkrektes, aber der erste Teil ist bereits in der Übersetzung und "ca. Nov. 2018" (1)als Termin der Veröffentlichung zwar nicht verbindlich und meiner Meinung nach wird es wiedermal später, aber das ist doch mehr als "nichts".
Hab ein wenig in Kapitel 1 und 2 rumgeblättert und der Start gefällt mir ganz gut. Ein bodenständiger Einstieg (sind eben nur Level 1 PCs) und nach ein paar Aufträgen im North Ward beginnt sich der Hauptplot mit einem Knall bemerkbar zu machen."What do you do?" ^-^
Ich finde die Illustrationen ebenfalls nicht schlecht, im Gegenteil.
"What do you do?" ^-^
Versteh ich nicht...Vorlesetext. Ich meine wäre der letzte Satz im ersten der Texte. Gute Einführung ins Rollenspiel. ~;D
Und wer noch eine weitere Fraktion braucht: The Unseen (https://www.dmsguild.com/product/251792/Unseen-Waterdeep).
Das ist was für Spielleiter, deren Spieler vorab heimlich das Abenteuer lesen... >;DThe Unseen ist schon immer eine schöne Option gewesen, um Spieler zu ärgern. >;D
Nichts konkrektes, aber der erste Teil ist bereits in der Übersetzung und "ca. Nov. 2018" (1)als Termin der Veröffentlichung zwar nicht verbindlich und meiner Meinung nach wird es wiedermal später, aber das ist doch mehr als "nichts".
(1) https://www.orkenspalter.de/index.php?thread/24445-produktliste-und-termine-für-die-deutschen-ausgaben/
The Unseen ist schon immer eine schöne Option gewesen, um Spieler zu ärgern. >;D
nochmal 5 Euro. Das DLC Konzept erreicht PnP. War klar das es von WotC kommtHuh? Es kommt nicht von WotC. Und ich habe es mir auch nicht gekauft für den Preis.
Huh? Es kommt nicht von WotC. Und ich habe es mir auch nicht gekauft für den Preis.
Wie kommst Du darauf?
James Introcaso gehört zum Guild Adept Programm, mehr aber auch nicht.
Wenn Du WotC DLC vorwerfen willst, fang bei dem Eberron Buch an. Oder den Adventurers League Abenteuern. Aber das hier? Nö, absolut nicht, vor allem, weil eh schon (fast) zu viele Fraktionen im Buch enthalten sind.
Jep, bei mir auch. Scheint also kein individueller Druckfehler zu sein.Habe mal den Customer Service angeschrieben...mal sehen, ob und was da kommt.
Bin insgesamt noch nicht ganz schlüssig, wie ich das Buch bewerten soll.
Ich kann da zwar keinen Farb aber einen Formatierungsfehler entdecken nämlich fettgedruckt statt normal.
Bei mir ist das auch. Das ist aber glaube ich kein Fettdruck, sondern die rote Farbe ist etwas anders ausgerichtet als die schwarze, so dass es wie Fettdruck (oder richtiger noch: wie "Rote Schrift mit Schatten") wirkt.Ich dachte heute morgen im Bett, ich wäre betrunken oder müsste mal wieder meine Augen kontrollieren lassen. ;D
Wäre mir aber wohl gar nicht groß aufgefallen, wenn Rhylthar es nicht erwähnt hätte.
Sorgen musst Du Dir wohl keine machen, ein totaler Fehlkauf wird es nicht werden. ;)
While allowing that mystery or intrigue adventures present the highest bar in RPG design, WotC doesn't get close to clearing it. Here are my main disagreements with it.
1. As is often the case with WotC's mega-adventures, organization and presentation of information is a mess. Key details about the villains' motivations are buried in the appendix containing their stats, when it would make much more sense to have that information up front so that the DM can immediately grasp the situation. WotC insists on sticking with the traditional two-columns-and-paragraphs-of-text style, but it would be so much more helpful in play if there were short, bullet lists of information that a DM could reference at the table. I would have loved to see relationship maps connecting different NPCs and factions.
2. The adventure is perhaps the most restrictive railroad that WotC has ever published, especially the fourth chapter that is getting most of the praise as "innovative." In the fourth chapter, there's text instructing the DM to prevent the sentient magical McGuffin from working for the PCs if they obtain it "early." To me, that reads as, "Until they've finished the series of encounters we've prescribed." The inciting incident in the third chapter has a gossamer-thin connection to anything that the party has done in the first or second chapters. So much of the text describing the events of the adventure are written in the future tense. Stuff like, "The party will have this encounter, then follow this clue, then have this conversation, then end up at this location." There's no allowance or guidance made for DMs and players who might want to chart their own course. There are allusions several times that give DMs permission to adjust, re-arrange, or just throw out encounters that they don't like. That's fine, but why did I buy this book if you aren't going to give me tools to support me?
3. The text presents a confusing picture of what the role of the villains is supposed to be. When I say villains, I mean the marquee names, not their lieutenants. The text (and the villains' stats) make it clear that a party of 5th level adventurers shouldn't confront the villains in combat. We're talking about a beholders and an 18th level wizard with a Staff of Power. Chapters 5-8 present descriptions (mini-dungeons) for each villain's lair, but the text also makes it clear that you might never use these chapters. They're primarily there so that if the villains somehow get their hands on the magical McGuffin, the PCs might infiltrate the lair to recover it. But in each case, the McGuffin is described as being in the most inaccessible part of the villain's lair such that you must almost certainly confront the villain to obtain the McGuffin. So large sections of the text are dangled in front of the DM, but they're not needed for the story and are good TPK environments if they do come into play.
4. The authors present some potential ideas for neutralizing the influence of your adventure's chosen villain, but inexplicably buries that information in Chapters 5-8, which are described as optional. These ideas are intended to be ideas for non-combat tactics that the party might use to fight back against the villain without risking their necks. But the text doesn't make it clear why the party would ever need to consider these tactics. The core of the adventure is in Chapters 3 - 4 and I can easily imagine completing them, finding the vault, and never needing to use the alternate tactics. Well, that's not quite true. At the climax of the adventure, there could be a need to use some of these ideas, but there's no clear line drawn between them in the text.
5. Some villains are comically absent from the text. The Cassalanters and Manshoon, in particular, could conceivably never appear "on screen" during the adventure. For the Cassalanters, in particular, there's no organic place for them to appear in the adventure until the end of Chapter 3, when the DM would dramatically reveal their name and the party would ask, in confusion, "Who? Why should we be worried?"
6. A lot of the story's background, both in the broad and detail strokes, isn't properly thought through. I don't read a ton of mystery novels, but I was immediately able to spot inconsistencies or bizarre assumptions in the timeline and events. NPC motivations are unbelievable in several cases, especially towards the end. It's almost as though they unconsciously know that their adventure railroad is so strong that they don't really need to sweat those details. I understand that this is a published adventure and that it has to be somewhat railroad-y. But this is on another level entirely.
What's most clear about Dragon Heist is that the designers approached their task from a uniquely fixed and traditionalist approach to D&D adventure writing. What's most disappointing is that it's written as if systems like Gumshoe or Justin Alexander's celebrated Three-Clue Rule techniques don't exist. Other RPG designers have tackled the problems of presenting satisfying mysteries and investigations for play, but you'd never know it by reading Dragon Heist. You could probably find an adventure written and published just like this in old print copies of Dungeon Magazine, maybe written by Chris Perkins. Maybe that's the problem?
My personal feeling is that this is an excellent adventure, possibly the best one that WOTC has done since Lost Mines of Phandelver, and a fantastic, low-level urban experience. It's not perfect, but the good overwhelms the bad. Some thoughts (in no particular order):
1) the name is a bit misleading. It's not a classic heist in the mode of Ocean's Eleven. It's really a crime comedy like Snatch or Lock, Stock and Two Smoking Barrels. There's this thing that all these different, colourful baddies want and the PCs get mixed up in a mixup of competing factions and agendas.
2) The adventure is "modular" in that the DM chooses the primary antagonist and plot, leaving the others out. It reminds me a lot of Nights Black Agents and the Dracula Dossier in this respect. I think that's a mistake - you should choose a primary plot, but try to cram as many of the other plots in as possible. Henchmen from one baddie should be tripping over henchmen from another all the time.
3) I love that the adventure is both low-stakes and over-the top simultaneously. In the end, it's just about money. There are no realm-shaking events, no cultists bringing around the end of the world. At the same time, the party has a very real chance to end up with a half million GP (and all the problems that come with such a massive hoard). If your players are into Realmslore or the novels, they can interact in a substantive manner with some of the biggest NPCs in the setting, either as allies or antagonists (and likely even survive). More importantly, the PCs don't feel like they are just minions being sent on fetch quests by someone who could better handle the problem themselves. I also think it's great that low level characters get to do more than just fight giant rats in a old woman's basement.
4) Players will love getting the tavern as a home base, and running a business. It's a natural generator of subplots.
5) It's not a model of organizational clarity, but it's not too hard to look things up. Most importantly, it's enjoyable to read. If as a DM, I can't get through the book at least once, I'm very unlikely to bring it to my table. Most adventures (including those put out by WOTC, Paizo) bore me to tears, but I read through Dragon Heist in a weekend.
6) The main adventure is definitely a rail-road, but it includes lots of side-quests (faction materials, running the tavern) to help break it up its linear nature and give the players options. The four villain bases are completely open, to be used as the DM sees fit. Like most linear adventures, there is a risk of the adventure stalling, but the book does provide some guidance on how to jumpstart the plot where necessary.
7) As a stand-alone, I don't think a DM will be able to use all the material. However, my suspicion is that a lot of this additional material will be of great use with the Dungeon of the Mad Mage comes out. There will be fallout from the DragonHeist that carries forward, creating all sorts of organic plot-points. Many of the enemies that the party made previously will still be around, meaning that the city above will be almost as dangerous as Undermountain.
8) By WOTC standards, this is a very experimental, event-driven adventure. It is crammed full of chases, role-playing encounters and interesting action set-pieces. Some people have suggested that the module include innovations coming from games like Leverage or Gumshoe (although in my mind, the most obvious game to borrow from is Fiasco), but I think that an unrealistic expectation for D&D. Heck, even urban campaigns are rare enough. (Paizo has done some). If you want investigation or heist mechanics, there are already some low-cost supplements on DMs Guild which will insert them into your Dragon Heist campaign.
9) Although the adventure is pretty light-hearted, it's not as kid-friendly as one might think. The Cassalanter pilot is actually pretty dark. There is some surprising "adult situations" in the adventure, which may give some DMs pause if running the game for younger players. I'm not talking about the gender identities of some of the NPCs (kids tend to be more open-minded than adults), but the literal menage a trois that the party can stumble upon. Another room location is painted with explicit orgy scenes. Maybe not the adventure I would choose for a school's lunch hour program.
10) In summary, I think the pros far outweigh the cons. It provides enough support for even relatively novice DMs to run a very memorable and non-traditional mini-campaign for low level characters, and the book will function as a mini-sourcebook for Waterdeep when the adventure is over. Having read all the 5E adventure paths (and played or DMed more than half of them), this one is clearly my favourite.
Sind die erwähnten Druckfehler bei den Überschriften jetzt in der ganzen Auflage vorhanden oder gibt es auch fehlerfreie Exemplare?Gibt auch fehlerfreie...ich besitze eines, allerdings ist da anderer Stelle ein Fehler. ::)
Danke für die Rückmeldung, dann hoffe ich mal, dass ich ein fehlerfreies kriege, auch wenn die Fehler wahrscheinlich nicht sooo dramatisch sind...Nein, dramatisch ist es auf keinen Fall. Bin nur irritiert, denn sowas bin ich von WotC-Produkten nicht gewohnt. Der andere Fehler ist ein nicht sauber "aufgezogenes" Cover.
Äh hallo? Will keiner was dazu sagen? Oder seid ihr alle ausgeflogen. :) :) :) :) :) :)
Ach so es gibt noch garnicht sofiele die es auf englisch geleitet haben. Ok Dann wäre es wohl besser wenn wir hier einfach in Zukunft unsere Erfahrungen mit Drachenraub austauschen oder?Ich würde es schon gerne leiten, aber ich habe keine Spieler.
Ach so es gibt noch garnicht sofiele die es auf englisch geleitet haben. Ok Dann wäre es wohl besser wenn wir hier einfach in Zukunft unsere Erfahrungen mit Drachenraub austauschen oder?
Nachdem ich das Abenteuer gerade lese um es Anfang des kommenden Jahres zu leiten: Gibt es zwischenzeitlich weitere Erfahrungsberichte? Was habt ihr umgestellt? Könnt ihr Zusatzmaterial aus der DMsguild empfehlen? Und: Hat irgendjemand das Handout mit den Gesetzen der Stadt auf deutsch übersetzt? Unser Paladin würde sich über das Handout bestimmt sehr freuen, der Spieler tut sich mit Englisch aber schwer.