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Into the Dragon's Lair (Dungeons & Dragons: Forgotten Realms Adventure)

Into the Dragon's Lair (Dungeons & Dragons: Forgotten Realms Adventure)

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Product Info Reviews

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Rating: 4 stars
Summary: Changing the Realms! Yea, but wait awhile.
Review: In the wake of the new D&D rules, Wizards has released this(it appears) first supplement that uses the 3rd edition rules for the popular Forgotten Realms world. There are good and bad things; bearing in mind that(to me) the jury is still out as to whether 3rd Edition is wholly successful.

First, the good. The story is an adventure in which the PC heroes will get to revisit a war-ravaged Cormyr in the wake of King Azoun's death. It is a good game line involving loyalty and betrayal, and ceratinly it tries to add to both the Realms gameworld's history and supplement the novel, Death of the Dragon, from which it is based. If you are planning on reading that novel, some spoilers are revealed here! The tale varies from some traditional, Realms fare by providing a distinct,but open storyline to follow. It gives minor side treks to enhance the main story, but also generates numerous foes of various levels to face the heroes. In keeping with Wizards of the Coast "new" approach to Forgotten Realms, Reynolds and Miller have kept more powerful, noted luminaries away(like Alusair, and Vangerdahast) and left the adventurers on their own with a basic mission.

Beyond the developing storyline, they have also managed to do a good job of forming the adventure to the new rules and concepts. For hardline gamers, some of these rules will seem unconventional with the game world, but a little speculation and thought will make them clear. Most importantly, the module tries to emphasize the action over the rules. This is valuable, given that there won't be an official Realms book translating and customizing the 3rd Edition rules until next year! It should have made it possible for old and new players to join in the game as it is set.

Now the bad. In spite of the fine 3rd Edition design, there is some perception here that this was reconfigured mid-stream from the older rules. The rules' framework seem skeletal, at times, on what to do, plus there is very little supplemental material to help in the transition to a 3rd Edition Realms game. Case in point, the priest conversion for Torilian gods are limited to 7 of them! This isn't very much given that in previous Realms material(Faiths & Avatars, etc.)there are probably around 50 unique beings characters can choose from. This wouldn't be so bad if, like other new 3rd Edition modules, this was a 1st or 2nd level adventure to get you used to the system. But this is intended for 10th Level players!

If you are new player, this makes it daunting to try an play advanced character in a new system without all the details or experience. If you are an older player, this means placing your current, likely 2nd Edition, characters through a conversion to the new rules, but lacking all the materials to make them Realmsian players. Clearly, more information would have been helpful to supplment. The assurance that you can make your own designs until the new Forgotten Realms release, and then "tinker" to match these impending new rules isn't comforting if you play with the your "home-made" changes for nearly year and then discover you are all wrong! However, I also realize that it would have bulked up the module beyond its design(plus been costly)!

Besides this awareness, I mention two other things. First is that some your opponents are rather daunting for this offering(given that the idea is to make it 4 10th level characters), especially Mahrlee's Raiders and their Blue Dragon ally! Second, the goblin city of Grodd is a great idea and is well developed, but given the implied urgency(to beat rival foes to the hoard) at this point in the adventure, I was surprised that it is left so open-ended for exploration. Ideas are given on how the characters could explore the city, but it stated that no guidance should be given to keep the characters moving along. Neither of these things are serious flaws, but they do generate some frustration if your are trying to maintain a consistent story.

So to wrap up: A great story and unique characters in the style Forgotten Realms fans will enjoy, but it lacks some foundations in terms of coping with 3rd Edition rules and higher level play. In a way, maybe Wizards of the Coast should have made it the "last" 2nd Edition module and waited to start the Realms anew next year. Long-time Forgotten Realms fans and gamers can probably adjust to their style of play, but newer fans or those committed to using pure 3rd edition rules will have to be flexible and follow your books well. I don't think you can pick it up and go. Maybe wait until next year to order it, when the new Realms sourcebook arrives in town. In the meantime, enjoy the new, Greyhawk-based ones to wet your feet!

Rating: 4 stars
Summary: Changing the Realms! Yea, but wait awhile.
Review: In the wake of the new D&D rules, Wizards has released this(it appears) first supplement that uses the 3rd edition rules for the popular Forgotten Realms world. There are good and bad things; bearing in mind that(to me) the jury is still out as to whether 3rd Edition is wholly successful.

First, the good. The story is an adventure in which the PC heroes will get to revisit a war-ravaged Cormyr in the wake of King Azoun's death. It is a good game line involving loyalty and betrayal, and ceratinly it tries to add to both the Realms gameworld's history and supplement the novel, Death of the Dragon, from which it is based. If you are planning on reading that novel, some spoilers are revealed here! The tale varies from some traditional, Realms fare by providing a distinct,but open storyline to follow. It gives minor side treks to enhance the main story, but also generates numerous foes of various levels to face the heroes. In keeping with Wizards of the Coast "new" approach to Forgotten Realms, Reynolds and Miller have kept more powerful, noted luminaries away(like Alusair, and Vangerdahast) and left the adventurers on their own with a basic mission.

Beyond the developing storyline, they have also managed to do a good job of forming the adventure to the new rules and concepts. For hardline gamers, some of these rules will seem unconventional with the game world, but a little speculation and thought will make them clear. Most importantly, the module tries to emphasize the action over the rules. This is valuable, given that there won't be an official Realms book translating and customizing the 3rd Edition rules until next year! It should have made it possible for old and new players to join in the game as it is set.

Now the bad. In spite of the fine 3rd Edition design, there is some perception here that this was reconfigured mid-stream from the older rules. The rules' framework seem skeletal, at times, on what to do, plus there is very little supplemental material to help in the transition to a 3rd Edition Realms game. Case in point, the priest conversion for Torilian gods are limited to 7 of them! This isn't very much given that in previous Realms material(Faiths & Avatars, etc.)there are probably around 50 unique beings characters can choose from. This wouldn't be so bad if, like other new 3rd Edition modules, this was a 1st or 2nd level adventure to get you used to the system. But this is intended for 10th Level players!

If you are new player, this makes it daunting to try an play advanced character in a new system without all the details or experience. If you are an older player, this means placing your current, likely 2nd Edition, characters through a conversion to the new rules, but lacking all the materials to make them Realmsian players. Clearly, more information would have been helpful to supplment. The assurance that you can make your own designs until the new Forgotten Realms release, and then "tinker" to match these impending new rules isn't comforting if you play with the your "home-made" changes for nearly year and then discover you are all wrong! However, I also realize that it would have bulked up the module beyond its design(plus been costly)!

Besides this awareness, I mention two other things. First is that some your opponents are rather daunting for this offering(given that the idea is to make it 4 10th level characters), especially Mahrlee's Raiders and their Blue Dragon ally! Second, the goblin city of Grodd is a great idea and is well developed, but given the implied urgency(to beat rival foes to the hoard) at this point in the adventure, I was surprised that it is left so open-ended for exploration. Ideas are given on how the characters could explore the city, but it stated that no guidance should be given to keep the characters moving along. Neither of these things are serious flaws, but they do generate some frustration if your are trying to maintain a consistent story.

So to wrap up: A great story and unique characters in the style Forgotten Realms fans will enjoy, but it lacks some foundations in terms of coping with 3rd Edition rules and higher level play. In a way, maybe Wizards of the Coast should have made it the "last" 2nd Edition module and waited to start the Realms anew next year. Long-time Forgotten Realms fans and gamers can probably adjust to their style of play, but newer fans or those committed to using pure 3rd edition rules will have to be flexible and follow your books well. I don't think you can pick it up and go. Maybe wait until next year to order it, when the new Realms sourcebook arrives in town. In the meantime, enjoy the new, Greyhawk-based ones to wet your feet!


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