Wednesday, February 8, 2017

D&D 5e: Out of the Abyss (Part 1 of 2)

It's taken a long time for my group to play through the first half of Out of the Abyss: it's been almost a year!

Unfortunately, I don't have much more to add (that isn't already out there), but here are my thoughts.

Pros:
  1. New and Different: The entirely alien feel of the Underdark allowed most of my players (who usually play largely conventional races) to try out being traditional outcasts. Instead of a mostly "traditional" race group with a single outlier, it's the opposite: one surface dwarf amongst two drow and a deep gnome!
  2. Fear and the Bizarre: Not knowing how things work in the Underdark made for some very cool interactions between PCs and locales. They were constantly asking who they could trust and where they should go next!
  3. More Common Magic Items: I don't know how it compares to Curse of Strahd or Storm King's Thunder in terms of the commonality or abundance of magic items, but in terms of Tyranny of Dragons and (to a beginner's view) Princes of the Apocalypse, magic items are much more plentiful and much less likely to "break" the game.
  4. Fun NPCs: The always-different and always-curious stories of the jail-break NPCs (and the wacky characters the PCs met along the way) are exciting, fresh, and engaging. While it was a pain to control a whole extra party worth of characters, there were ways to keep combat from dragging. Glabagool stole the show.

Cons:
  1. Repetitive: For how wild and crazy the Underdark can get, the issue of travel from one place to another quickly becomes tedious if following the rules as written. Once the characters were strong enough to muster their own resources, we had to drop keeping track of supplies before that consumed the vast majority of our sessions.
  2. Asymmetry: Because of the sandboxy nature of the module, threats were not evenly spaced or scaled. On the one hand, I want to applaud this! The fact that the PCs are having to worry about the potentially deadly encounters they might face is excellent. The problem was with the lower end encounters. As the party made its way into each new city, they were blowing through many of the encounters. This meant I had a choice: narrate the fights or let my party spend a half an hour cautiously figuring out how to beat them. As a result, I feel like they're getting too comfortable--that only "big" fights are actually going to play out. As a result, they feel like they can expend all their abilities on the fights that "actually happen." I'm still trying to figure out how to tweak this for the second half.
  3. Tedious NPCs: The jailbreak NPCs were clever and fresh--but also cumbersome. Even though I handed off combat control of most of the NPCs to the players, it was a problem to have to consistently roleplay them while still giving PCs pride of place. Often, I felt as though their traveling companions were either helpless or overbearing--as their personalities dictated--and so it became a game of "is there a reason these NPCs can stay behind?" 
  4. Underdark Parties Not Welcome: Though this was billed as a chance for characters to "try something different" and be from an Underdark race, most of the adventure is written from the perspective of a party of surface races. As a result, a lot of the really fun read-aloud text was just plain boring. Similarly, many characters had entirely unscripted reactions to the party (i.e. the "script" calls for them to hate a party with elves in it--or humans, or gnomes, or whatever--but there aren't any in the party.)

Overall:
 The cities shine brightest. Being able to bring my friends to the depths and show them Blingdenstone, Neverlight Grove, and Gracklstugh was awesome. The characters they encountered there were interesting, even fascinating. As usual, the interactions faded fastest into the background, but never faded entirely. As they explored the depths, the slow accumulation of stories (madness! destruction!) had a wonderful slow fuse that allowed us all to savor it.

Bottom line? It's good, but it's not great. We'll see how the second half goes.