The Lost Crown of Neverwinter is one of the Encounters series of D&D scenarios designed to be picked up and run for a random group of players. It works well for this purpose, but not as well for a regular game with a group of players with well designed characters. My group saw through the plot at the first encounter. They had some frustration with the constrained structure of the scenario and being led by the nose from encounter to encounter. The scenario lacks depth with the development of the plot and the NPCs are rather dull and one dimensional. I found that all but one of the combat encounters were not challenging, but this is partly a result of the power of well designed D&D4e characters and a balanced group. Some of these problems would be less significant for a younger group of players, who would probably have some fun with the scenario. Overall, I would recommend the scenario if you are looking at running a campaign set in Neverwinter, but I would advise restricting the ...
This was never my favorite version of D&D (since I'm not a huge fan of racial classes), but I did really enjoy it before I got into AD&D. The fact that the two are almost completely rules- compatible was a huge help. It didn't take very much to bridge the two. The page layout is also iconic of an earlier, simpler time in games.
For a change, it has an index! These seem to have been lost in recent copies of both dragon and dungeon. In fact I have bought far fewer recently because of this. The Eberron adventure looks okay, but he rest is not so good.
One of the best Eberron books ever written. Full of detail, excellent artwork, brilliant ideas. Much faster than any of the other Eberron books, which tend to slow up as you navigate past the comic strip pages.
I came to this adventure after already DM'ing a small amount of 5e, and plenty of 4e. I think that the comedic style of the writing and the multiple concurrent story arcs make the adventure fun to play, fun to DM and fun to read. I always gauge both my ability to DM and the adventure I'm playing by my wife's ability to read between the lines and guess what's going on after she's done playing for the night. This adventure passed that test from the get-go. We chatted after the first session, and she was able to follow the breadcrumbs set out in the first chapter without guessing the whole story. Success! Also, having played some other Next titles prior to this one I can see how playing this first in an excellent way to introduce your players to the more free-flow adventure style that Next is obviously working very hard to promote. Players treat with evil NPCs, make moral decisions on the fly, make tactical decisions to avoid conflict or face it. All those things happened in the first cha...
This is a first glance review, I have not yet played with what's been introduced in this supplement.
The additional races added for the most part look really interesting. I was looking forward to the Genasi and was a little dissapointed with how their rules look.
The updated spell list is an exceptionally interesting read, a good range of spells of all levels for all the major magic users that look like they will enhance the RP feel of your character.
Was suprised to not see an expansion to the monks list considering the elemental focus of the list (it may be there I have been known to be that blind before)
As a fairly new DnD player I can't wait to experiment with what's been given to us to play with here ...
Greyhawk is still the best D and D setting for me. I love the fact that are several bad guys in the world and the open format of the descriptions. These inspire you as DM to create detailed areas in the world for your own campaigns that Can be seasoned as you Think a campaigncampaigns should be seasoned.