![]() Instead, I suggested perhaps a more short-form campaign would be a better choice. Short episodic adventures give the DM much more freedom to improvise with much less preparation.It's a lot just to learn to run the game much less keep 200+ pages of heavy plot in your noggin. ![]() They span as many as 10 to 15 levels of play, which is a lot of game to bite off for your first campaign.You have to read and digest a couple hundred pages (at least) to fully understand everything going on and be able to foreshadow events (which generally is not done well in the adventure itself).The Wizards hardbacks are often long intricate plots involving a large number of NPCs. ![]() ![]() You can watch the video for all the details, but to summarize: About 6 months ago (already?), I suggested that running one of the long hardback adventures from Wizards of the Coast may not be the best idea for a new Dungeon Master. ![]()
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