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Revisiting: D&D Adventure System Games
If you're spending a lot of time counting and contemplating in a dungeon crawl or a race game then they lose their flair and you might as well be playing a puzzle game or abstract like Fealty.
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- hotseatgames
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I like the handful of dice that Tomb gives me. I never play that one either, but a combination of the two systems would appeal to me.
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- Michael Barnes
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I don't usually do stuff like this, but I went and bought color-coded D20s for each character. They are, in fact, stored in a Crown Royal bag in the box. It's tradition.
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- Matt Thrower
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Much as I love them, I can't help but feel that a bit of extra depth - some terrain, a few more monster or class powers - might have kept them on the table an awful lot longer. That said I haven't tried the Thunder Shaman campaign yet, and I think I probably should before I scale them down properly.
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- Michael Barnes
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I'm not tired of them though, I think they've got mileage. As was mentioned, they take to modification and customization really well.
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I'm not even sure what more I'd want past the 3 games and a few of the DC boxes. There's a TON here. Maybe more hero decks to flesh out the classes that only had 1 deck, and of course new scenarios are great, but you don't even need them, there are so many without even delving into the plethora of fan-made stuff.Michael Barnes wrote: I kind of think they were a little mismarketed. Three big boxes, all complete, seems like a great idea, but that also limits the content. I was really kind of hoping that they would be a product line- character packs, new dungeon modules, smaller storyline expansions, monster add-ons and so forth.
I'm not tired of them though, I think they've got mileage. As was mentioned, they take to modification and customization really well.
I'd say they came out with too much too fast, but WotC doesn't support lines that aren't M:tG, so I'm glad they pushed out what they did. Also if you really want a specific monster or weapon or something to be in the game you can hack it pretty easily.
This was a great line that we'll be talking about for a long while. That these games can be had for $35-45 shipped is crazy. Pour one out for DDAS.
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- Michael Barnes
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I regard these games as some of the crown jewels of my collection. Not necessarily because they're the best or anything like that, or even played as often as I'd like. But because, as I've stated before, they are a product that lets me get back to the roots, D&D, without having to get involved with the RPG game.
I think I'm going to play one of them tonight with a G&T.
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Michael Barnes wrote: I kind of think they were a little mismarketed. Three big boxes, all complete, seems like a great idea, but that also limits the content. I was really kind of hoping that they would be a product line- character packs, new dungeon modules, smaller storyline expansions, monster add-ons and so forth.
I'm not tired of them though, I think they've got mileage. As was mentioned, they take to modification and customization really well.
WotC didn't want to compete with themselves. An extensive D&D boardgame product line would have potentially taken away sales from the boardgame-like 4th edition D&D rpg product line.
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I'm with wadenels - I need just a little bit more scenario to hold my interest. The graphic design and the rules mechanics were so bland - flip tile->lose HP, or flip tile->spawn monster - that it was hard to even invent weird explanations for events. I don't need every game to be a baroque FFG production, but with over 30 years of artwork in the D&D line, you'd think they could have used some of it. I also thought about modifications to the rules, but there's so little there to begin with that it seemed that I'd basically be writing a whole new game.
The only good thing to come out of that game was the scenario where you had to find some dude's backpack at the end of the dungeon, and escape with it. I played it with my wife, and at the end, she exclaimed, "Next time, he's getting his own fucking backpack! The next mission should be to find that guy and kick him in the nuts."
Which would have been a great idea for a scenario, but we couldn't bring ourselves to play it again. Mainly because of the stupid fucking rolling boulder trap - that thing is BULLSHIT.
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- san il defanso
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I feel like these games were a first round prototype of Gears of War. They're basically hero quest simple but they don't have the engaging hero quest story or mystery. Just not my thing.
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- Matt Thrower
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I owned them all at one point, but I ditched Drizzt because it seemed like a game unto itself rather than part of a system. It didn't add much to the whole package, and the characters felt comparatively unbalanced.
I also passed on all the Dungeon Command sets except Undeath and Goblins. Those were always the best but they dovetail nicely with Ravenloft and Ashardalon respectively.
But I don't feel any compelling need to own more than one, really. While they're great fun, and thirty plays and rising is a solid tally for any system, there's not enough different between the boxes to really justify owning multiple versions. As others have said - the amazing cross compatibility never got built on enough.
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I think the best two DC sets to grabs are Undeath and Grummsh, a lot of the Goblins set is redundant if you have Drizzt.
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- Michael Barnes
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