Sporkedup |
Yeah, the guide tells way too much. Some of the backgrounds too, talking about Dahak and everything as well. I did not let my players see it. I edited up some versions of the backgrounds that had no spoilers and let them also choose from those.
There's a difference between allowing players to know what kind of campaign this is, so they can plan fitting characters, and telling major events at the end of the first book. Disappointed with this one.
James Jacobs Creative Director |
9 people marked this as a favorite. |
The Players' Guides have never been entirely spoiler free. Spoiler-light is a better description, and so is "teaser." We mentioned that the PCs get a castle specifically in the player's guide because that sort of knowledge is important for players to know before-hand so that they'll realize that they won't be "wasting" ranks in skills, and so that they can look forward to building characters who fit the themes of the upcoming campaign.
If you don't tell the players anything, they don't know what kind of character to make or what kind of adventure to anticipate. That's not fair to the players.
Sporkedup |
Fair point. I just decided I wanted the players to feel they have to fight for the keep, not just bumble along and get it one way or the other. So I'm keeping it secret for now, ideally to convince them it's their idea to take it.
I get it, though. I'm not as annoyed as I sounded up there. Just wanted to amp up the mystery in my particular game. Otherwise the whole of the first book feels a bit too much like a prelude to the actual adventure to me.
Thanks for the response!
Ares71 Lord of War |
The Players' Guides have never been entirely spoiler free. Spoiler-light is a better description, and so is "teaser." We mentioned that the PCs get a castle specifically in the player's guide because that sort of knowledge is important for players to know before-hand so that they'll realize that they won't be "wasting" ranks in skills, and so that they can look forward to building characters who fit the themes of the upcoming campaign.
If you don't tell the players anything, they don't know what kind of character to make or what kind of adventure to anticipate. That's not fair to the players.
Appreciate your comments.