>Book of 13 stand-alone adventures spanning levels 1–11, each focused on a single heist
How well do you think 5e will actually handle these heist adventures?
>Book of 13 stand-alone adventures spanning levels 1–11, each focused on a single heist
How well do you think 5e will actually handle these heist adventures?
They'll suck but the D&D playerbase's standards are so low that they'll happily lick it all up.
There's an idea underlying all of these.
There's an expectation of diminished quality and a hope that at least one part of it - maybe - might be worthwhile.
If this was a restaurant, we'd be talking about a place that serves stuff worse than burger king at restaurant prices, but the garlic bread is okay.
Why would you ever visit a restaurant like that more than once? Why would you give them money enough to keep doing the same thing?
The worst efforts of WotC's nearest competitors outstrip everything they've done recently; it's extremely telling how unmemorable and worthless their works are when the only references to any of their source books or adventure books you hear about with some level of repetition are "Strahd" and "Eberron". This little OGL situation was just their most blatant and desperate grasp for funds that they are haemorrhaging.
It's high time we stopped giving attention to 5e. Allow that pathetic beast to die, already.
If past books in the style are to be used as reference.
The standalone adventures will probably be decent to good due some of the writters being competent.
The interconnection of them will be trash and unreliable.
My expectations are so low that they might even release a product I could enjoy to a degree.
I don't give a shit and neither should you.
If the previous anthology books are anything to go by, two will be good, five will be passable and four will be godawful, with one of those being disowned by the author and blamed on WotC for being edited to death.
[This thread is subject to an OGL 1.2 Takedown notice]
HAHAHAHA WRONG
13? maybe half will be decent, one might be magnificent
They will resemble loony tunes treasure hunst rather than heists.
>heist
I’m not giving WOTC any more money, I have the core books, the best adventure for 5e, and a couple important supplements. I have everything I need to play forever without giving them another dime.
I'll check it out. I try not to pre-judge things.
Gentlemen, I like heist stories. Nay, I love heist stories.
I like to run them in tabletop, hence why I first got into Shadowrun to begin with.
There are systems that facilitate heists. And there are systems that are built with different assumptions and priorities in mind.
I'm just not sure that D&D is one of those systems. You can certainly run an effective heist in a D&D setting. But I feel like you're either going to be actively working against the rules, or else changing them on the fly to create the right kind of tension or create a heist experience that is meaningfully different from a dungeon crawl.
There's always been this problem that everyone tries to use the D&D system to play every kind of game. You can find hundreds of custom system hacks online of people trying to play everything from Urban Fantasy Detective Noir to Sci-fi Interplanetary Space Operas. People will do just about anything to avoid actually trying to learn a new system that might work better for the kind of game and narrative they are trying to implement and create.
> Nay, I love heist stories. I like to run them in tabletop, hence why I first got into Shadowrun to begin with.
There are things you can do in D&D that you can’t do in Shadowrun, which allows for heist stories that can be done in D&D but not Shadowrun.
For example, teleportation is nearly impossible in Shadowrun, while in D&D a limited form of it is available as early as 3rd level.
Think of the heists you could do with even something as small as a limited-use but reliable ability to teleport 30 feet. Think of the heists that could be designed for players to attempt when you KNOW that player characters have a limited but reliable 30 foot teleportation.
You misunderstand. In a world where reliable 30 foot teleportation exists, security countermeasures should also exist for it. D&D doesn't do this well. It's not a setting that normally takes into account all the magic that players have access to, with them usually being unique exemplars that upend the established order everywhere they go.
A 30 foot teleportation spell trivializes a lot of security measures, and that's not what makes for a fun heist. If it trivialized one specific security measure and worked as a key to certain specific obstacles amongst a small arsenal of carefully selected or trained keys, then that's what makes it fun.
Shadowrun has no teleportation magic as a design choice because it makes the game more interesting, not because the lore doesn't support it. The lore came afterwards.
I'm waiting for the adventures to actually have nothing to do with heists like the last time they tried it.
I forgot about that. Dragon Heist was an awful fricking wiener-tease too.
And that one was even basically 4 mini adventures like this.
There's no way all 13 are actual heists. Several of them are sure to be heist-adjacent kind of setups like an assassination or an infiltration.
I'm not even going to give them that much credit. It'll be dumb bullshit like "You now own [business]" or "go work at [job]". Dragon Heist was half about running your own tavern IIRC.
most will suck
some will be okay
a few will be good
and amazon will sell the book for under
$28 during black friday
You pay for these~?
5e as a system doesn't really have a lot of mechanical support for heists. Lots and lots of combat stuff. Very minimal social/stealth/skill stuff. Odd choice of theme, this is like the opposite of playing to your strengths.
it's okay they won't actually be heists
Insert 13 sanatized, completely conflict free conflicts for the blandest of players because of their impossible goal of not triggering the schizo's into another babyrage over the book not being woke enough, or insert character isn't DIVERSE enough.