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| #1BryceLJul 09, 2014 6:49:28 | There are spoilers and strong language & opinion all over this. Be warned.
Are you seriously reading this review in order to figure out if you should buy 5e? Our long nightmare is over … D&D is back! Go buy it, play it, and enjoy! The first segment of the adventure puts DMs through the basics of asking for checks and saving throws, as the characters venture into a goblin lair on a rescue mission. Once the adventurers have dealt with the goblins, they have free reign to explore the region around the village of Phandalin. Three more dungeons and five other adventure locations provide novice DMs with plenty of material to keep a campaign going for months. This is the beginning adventure(s) from the D&D 5e starter set. D&D finally has it’s head (mostly) out of its ass in a set of adventures that provides a framework for the players to have fun in. This is not the “D&D turned up to 11” of some of the recent editions, but rather a solid 7, 8, or 9 that keeps delivering over and over and over again. It provides a pretty solid foundation from which a DM can build on, with a rough outline of action and some interesting, but not set-piece, encounters. It suffers more than little on the mechanistic way magic items are treated and in the lack of evocative descriptions … especially for monsters.Overall though this is a VERY solid adventure in the high-C/Low-B “Bryce has unrealistically high expectations” grading scale … even if “months of material” may be stretching things. The adventure comes in four parts. The first is a small ambush and cave lair. It serves mainly as a hook. The second is a town. This serves mostly as home base with several quests that can be picked up. The third is an exploration of the region, driving by the quests in town, where several clues can be picked up as to … the fourth part: the Evil Bad Guy’s Lair. The adventure is written in a progressive rules learning style, with more rules presented inline with the adventure near the beginning and things flowing little more streamlined near the end. Embedded in the adventure is advice for the DM, most of whig is pretty decent. Things like “ham It up” and ‘don’t go on too long” and “let the players do what they want.” This seems like a good time to cover something important. The starter set is intended for new players. New players will learn how to play D&D from this set. I believe VERY strongly that the tenor & tone of of an RPG derives mostly from the published adventures. The published adventure is what the masses will think is ‘normal’ or ‘how the game is played’ and thus the published adventure from the company has a vast opportunity to influence the direction of the game. If it involves 3 straight up combat encounters,no roleplaying, and a skill challenge, then people are going to play that way at home, published adventure or no. The RPGA and con games will do the same thing. If all you publish are dungeon crawls then people will think that’s what the game is about and play that way. These beginning adventures are important. Balanced against this is the very real fact that this is, essentially, a programmed exploration of the rules set for people who have never played before. Some things are going to be a bit clunky as the adventure holds your hand. I usually don’t give a ****, an adventure has to stand on its own merits. Im going to try and walk a finer line with this one, attempting to recognize and be generally ok with the hand-holding while still attempting to uphold standards of good adventure writing. Part 1 – The most generic hook possible: you’re caravan guards So, goblins ambush you on the road. You chase them back to a cave, kill everything, take their stuff, rescue a dude, and continue on the way back to town, ending part 1. The purpose here is really to bind you to the town. There are looted caravan goods to return to the rightful owners. The dude to be rescued is moderately important in the town. There are other clues present that can bind you to the town and kick off that next part of the adventure. It’s very well constructed from this standpoint … EXCEPT FOR THE ELEPHANT. Things link together without shoving you down a railroad. It’s presented as things for you to explore, and secrets for you to uncover instead of GO TO POINT A AND THEN POINT B AND THEN SKILL CHALLENGE AND THEN POINT C YOU WIN YEAH YOU. The encounters themselves try very hard. They mostly succeed. The ambush has a couple of dead horses blocking the road, with black-feathered arrows sticking out of them. Nice! The goblins in the cave lair have some wolves chained up, with the wolves straining against their chains. And a goblin on a bridge overhead keeping lookout. Have a light?! He signals to have some flood gates broken open to flood out the streamed you are coming up! One of the goblins will talk to you if you try, and bargain with you so you’ll go get rid of the guy bullying the tribe. There are a lot of nice little things to ensure that every encounter feels like a unique challenge. There are notes about what the goblins can tell you if captured/charmed and you can talk and bargain with one of the goblins! In a completely sickish move the goblins betrays you … which sends TOTALLY the wrong message. Why ever bargain with a monster if they all betray you? Just kill them and move on. Is that really the behavior you want to encourage? Yeah, I’m sure it’s a deceitful little creature but … it’s not stupid. I’m sick of every monster you can talk to betraying their end of the deal. Part 2: Welcome to Adventurehookville. Population: YOU There’s a major encounter in town that could have been done much better. There’s a gang in town that kind of controls things and is bullying/extorting people. The NPC’s in the adventure provide some vague references to them being neer-do-wells, but there’s not much beyond that. The major introduction to them is going to be a fight between them and the party. That’s pretty poor. The gang needed more of a build-up. SHOW, don’t TELL. Show us scenes of their petty evil … evil not enough to deserve a sword-thrust to the gut but more than enough to tell us they are unsavory. You have to build up these sorts of things. Their hideout is under an old manor home and the exploration of that ‘dungeon’ is one of the major town events. It kind of feels … I don’t know … lost? Tacked on? The bandits/gang don’t really react to intrusions very well. They all sit in their rooms and wait to be hacked down by the party. Intelligent creatures should have some sort of order of battle for their lair. How do they react? Who calls who for reinforcements? The dungeon is a small one but has a couple of nice physical features, like a crevasse and a couple of other interesting features. A few of the rooms are mostly empty while most of the rooms have something going on in them. Undead. Slave pens. But it all just seems a little flat. Part 3: Hex Crawl I really liked the various locations though. You can talk to monsters and they have a decent mix of The Fantastic present. I want to mention a couple of points in particular that I liked. The first location is with a banshee. It talks to you and serves as a kind of oracle. That’s pretty sweet! It described near a ruined town/village that a major east-west trail runs through. Just the few words they use on the town paints a wonderful picture of some abandoned post-apoc-like setting with an important road still running through it. This whole thing was done really well. There’s another location with someone that is evil … or at least is known as the villain in most previous Forgotten Realms adventures: a red wizard. In this location he’s not really interested in the party and isn’t really doing anything particularly evil. it’s a great example of the party encountering someone or something that can help them … if you’re willing to pay the cost. These sorts of set up are SOOOOO much more interesting than a pure “THEY PUKE EVIL AND ATTACK!” encounters. Look, you can always hack the dude down later, because he’s evil or because he’s got some nice loot, but, first, TALK to them. There’s another location, the medium one in size that I referred to earlier, that is another ruined little village with nine or ten little locations to explore. And there’s a dragon! And it’s in an interesting location! Alas, the dragon is given no personality AT ALL and the location i.e. Barely described. I understand and support a terse style, but some suggesting for dragon-fighting in a ruined tower would have been great. Collapsing floors, stairs, loose timbers, rubble, etc. This would have been a great place for a little more detail on the encounter. The dragon should have had a personality as well, for exactly the same reasons cited above. Additionally … ITS A DRAGON. It’s your FIRST dragon. It should be impressive and full of life and personality and talk. Smaug is SO much more interesting because it talks to Bilbo. The final location, the major one, is a small ruin with fifteen or so locations. The entryway is one of the only interesting parts of this. A little set piece if you come through the front door, the rest of the site is pretty much just “room with a monster, room without a monster, room with a monster.” At best you can sneak around or maybe try to bluff through some of them. I guess I was expecting more … weirdness? Instead it’s more like a little tactical assault. Except, again, there’s no order of battle. The notes on who reacts to assaults and how are essentially nonexistent once you get past the gate guards. That’s quite disappointing, especially given the layout of the site. There’s a lot of doors and rubble and hallways to ambush and be ambushed and sneak past and so on. There are some nice notes about some monsters showing up back home at the end, after he major fights are over, and how the party can deal with them. That’s a nice little touch I appreciated. It makes it seem like the place is alive and exists as place instead of everyone just coming out of stasis once a PC opens a door. Part 4: Dungeon Nice time to transition. The elephant is the moral worldview enforced by the designers. In most of the adventure you are expected to go do something Because It’s the Right Thing To Do. Chase the goblins? Clean out the lair? Return the stolen trade goods? Follow up on almost all of the hooks? BECAUSE … GOOD! In fact, for the trade goods, no other option is presented. The trade goods get you a reward for returning them but nowhere is the value otherwise mentioned, or an literate hook if you come in to town clearly selling something looted from a caravan. That sort of view is present over and over again in the adventure. Options and paths of play are just shut down. In the case of the trade goods, it could have been an excellent option to infiltrate the local bandit gang, or use in other creative ways. But none of this exists because the designer has decided you can’t do that. The designer should EMPOWER and ASSIST the DM, not enforce their plot or views upon them. Brand new players are often, in my experience, the MOST creative and providing the framework to support that creativity IS the designers job. The monsters in this adventure suck. There should be wonder and fear when you encounter something. Do you say “you see three ghouls.”? No, of course not. You describe them and what they are doing. You leave the party guessing. What kind of thing is that? What does it do? What do they want? Can it kill us? That’s the kind of monsters encounter I want to see, ones that encourages the players to soil themselves over THE OTHER. Instead we get “you see three goblins” or something similar. Uncool WOTC. The monster descriptions are boring as hell, with almost no attention paid to what the DM actually needs: what the PC’s EXPERIENCE when they meet them. Stink like the grave? Matted patchy fur? None of that is present. And the monsters attacks are generally disassociated. Bugbears get a surprise damage bonus that is presented completely mechanically: if you get surprise you do 2d8 more. Yeah. Mechanics. How about something like “Their dark fur allows them to blend in to shadows well, giving them a plus 2d6 to damage as they leap out in the surprise round.” Again, you are teaching new players how to play and you just taught an entire generation of DM’s to say “you see two gricks.” Bull. ****. That’s not the D&D I want to play. That a board game. Deliver the wonder! It’s not that hard. We don’t need a page, or a column, or a paragraph. Just one sentence. The free Dragonsfoot “Where the fallen jarls sleep” has a GREAT description of the undead, one of the best ever. In a similar vein, the magical items generally are none too great. They tend to be very mechanical. ‘+1 sword, deals max damage to plant creatures.” Ok, That’s not as awful as just a +1 sword, and they generally do present a little backstory/history for each item. That’s very nice; they don’t go on for too long but they do provide a … grounding? For the characters to know what it is they are carrying and add a nice bit of the non-generic. The issue is that the items are all grounded in the mechanics. Pluses, maximums, additions, rerolls … it’s all very board gamey. In a game where you can ANYTHING, literally ANYTHING, you give us an item that gives +1 to defense? Ok, that’s a little hyperbolic, but the mechanical way magic is treated is much closer to 4e than it is to OD&D or T&T. Gems that you swallow and turn you in a beaver? The gem in the first level of the darkness beneath that shoots out flames? GREAT items without a whiff of the generic or mechanical. Effects are described instead of mechanics. It’s like someone is TERRIFIED of the ambiguity that this sort of non-mechanical thing may introduce. Another word for the DM is Judge. Let the Judge handle the ambiguity … that why they exist! There is a GREAT magic item in the hex crawl, a little statue that gives everyone an augury once. That’s a nice little touch and exactly the sort of magic item I’m looking for. It’s NOT straight out of a book and it oozes wonder and mystery. THAT’S what magic items should do. Finally, I want to cover the user of descriptive language. There’s not a lot. The encounters and place just don’t seem to pop. They are generally interesting enough, like the goblin on the rope bridge or the flood they release or the wolves on their chains, for example. But they don’t don’t pop. They don’t do a very good job of springing to life in your mind. I think it’s because of the lack of descriptive language. While reading through the adventure I was struck by the goblin lair seeming a bit generic … but then when I looked back over it it was clear that the situations were interesting. But they didn’t stay with you. They didn’t seem … exciting? And I think what I mean by this is that the encounter didn’t get ME, the DM, excited about running it. In the town section this really stood out. It was either in the rumors section or somewhere else when it hit me. There were nouns and verbs but the adjectives and adverbs were not used very well. “The farmers wife tells you … “ instead of the “the prim farmers wife tells you …” There’s was nothing of the FAVLOR being communicated. Floods should be raging torrents. The NOC’s should have personalities, or flavors, to assist the DM and bring the encounter to life in your mind. Farmers Wife leaves a lot open. Granny, prim, biddy, lusty, stoic, proper … all of those give you, the DM, something to work with. They conjure a NON-generic image in your mind that you can build on. There’s WAY not enough of this in the adventure. Hence the kind of “generic’ vibe. Generic goblin. Generic cave. Generic wolves. This lack of descriptive material, just a word or two really, is a reall killer. You don’t get it both ways. You can’t claim to be a Starter Set and then not include GREAT magic items and monster descriptions. You gotta make this thing pop. You gotta make people want more More MORE. The monsters, magic items, and descriptions don’t really do that. In the end you get a serviceable adventure/set of adventures. They are nicely connected with a home base that is better than usual. This is a decent adventure, it delivers over and over again in a non-sucky way. In an above average way. But it doesn’t hit the highs, consistently, that the best products do. I’m disappointed in that. I wanted this to knock your socks off. It’s big. It’s long. Both of those are great. But the quality isn’t what I was hoping for. But, in spite of the Starter Set adventure not being the second-coming of Dave Bowman or Calithena, it does put D&D back on SOLID ground again. I’d be happy to run this. I ****ing love D&D, and D&D is now back! Now for some self-promotion: Want to celebrate the return of D&D by being a butthead? Drop me a line! We’re having a bonfire to celebrate the evening of July 11th. Feel free to bring the old edition; we’ll need fuel for the fire. |
| #2frothsofJul 09, 2014 6:55:31 | Another of your great reviews, thanks for posting it here! |
| #3TrillinonJul 09, 2014 9:49:44 | A good review, and for the half of the adventure I've read through, fairly equivilent to my own feelings. I have only two things to add.
First, added detail and flavor would be a good thing, but it could also make the adventure more intimidating. It's difficult to determine what is the right amount of a new DM. Still, some more descriptive cues would be welcomed.
Second, I think the adventure serves as a fantastic framework for an experienced DM. There's a lot of room for making the adventure your own by adding descriptions, relationships, and the like. It's the kind of adventure that will really shine the second time someone runs it. Perhaps as an introduction to D&D it's a little weak. But as an introduction to 5E for experienced players, it could serve well. |
| #4MrHotterJul 09, 2014 10:47:09 | I agree with you about the wandering monster chart. Random fights just to be random don't sit well with me. I guess it makes more sense for those who enjoy the combat part more than the story/exploration part.
I'd prefer a 'random event' chart where something noteworthy happens while the players are out and about. It could end up being combat or it could just be something else to spice up travel.
Maybe something like:
The list could go on for pages, and now that I've written some of that down I want to make chart for my campaign.
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| (Reply to #4)zoroaster99 | Overall I agree with the review's points. I do really like the adventure and I think it gives me, as an experienced DM, exactly the basics of what I need to run a fun adventure, as long as I add my own descriptions of the monsters and locations, expand on the NPC motivations, expand on the NPC big villain's foreshadowing, and maybe replace the magic items with more interesting stuff. So I'm not complaining. I think this is decent as a starter adventure, but WOTC can and should do better. I was very happy with the presentation of the starter town (more detail on NPC relationships would be better though). My main disappointment was with the descriptions as the OP says, of "you see two goblins" instead of "you see two ..." and describe goblins. I was also disappointed with the selection of magic items. The main reason I was disappointed is that WOTC's stated design intent has been a focus on story and description. The previews for 5e over the last year showed us great effort to create detailed physical and cultural descriptions of goblins and other core monsters, and to create unique and fantastic magic items. So why, why, would they not showcase these things in the starter adventure???? Fortunately, I think WOTC's research and discussions generated in designing 5e have convinced me that their stated intent is the right way to get the most out of D&D, at least for me and my players. Even if they fell short in execution in this starter adventure. At least I think the starter adventure will still provide me with a robust base on which to build to run my players through in the next few weeks. But I hope to see WOTC create or license the right to create really good adventures for 5e, excellent adventures for 5e, and that will require going further than they did here with story and use of more description for monsters, locations and NPC motivations and relationships, and with use of fewer generic magic items and more rare and fantastical (but not overpowered) magic items. |
| #6BryceLJul 09, 2014 12:04:37 |
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