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Dragna's Blog & Survey: Serendipity, Reloaded's Mistakes & My Publishing Priorities

This post is adapted from a longer, more self-indulgent blog post I posted in my Patreon Discord server last week. If you’re interested in reading it, you can find it here.

The most common complaint I hear about D&D modules is that they're too hard to run—and Curse of Strahd is no exception. With a sprawling, open-world concept, but little narrative structure or game balance, Curse of Strahd is a campaign that requires exceptional effort by a DM to run—and one which has often lured an unwary or inexperienced DM into a trap of their own devising.

The original Reloaded, along with numerous other Curse of Strahd guides and resources, aimed to address this by making sense of the mess, providing a narrative and gameplay structure to a campaign that, when read from the book, more resembles a setting sourcebook than a true adventure. However, it, too, was insufficient; while it aided DMs in making sense of the module, Reloaded readers were still forced—whether they wanted to or not—to become designers in their own rights, integrating the content on the page to craft and explore particular scenes that they would run at the table.

Re-Reloaded (the current version of the guide, available at strahdreloaded.com) aimed to address this, in turn, by becoming truly "zero-prep": Every scene was pre-planned, every descriptive text pre-written, every dialogue tree pre-anticipated. Following in the wake of the original Reloaded, I aimed to use my new (and steadily expanding) interest in theoretical game and narrative design to guide player behavior and maximize player engagement and experience, using dramatic questions, resonance, and method choices to create a curated, low-stress experience.

On the one hand, I received tremendously positive feedback from DMs who ran it, who applauded its narrative focus, character-driven storytelling, improved game design, and minimal prep. The results seem to speak for themselves—as far as I can tell, Reloaded (as a guide) has never been more popular amongst the broader Curse of Strahd community, and more DMs start running it each week.

On the other hand, Re-Reloaded has received numerous critiques since its publication, such as:

Meanwhile, for all my efforts to make the guide zero-prep, many DMs who enjoy the guide have also insisted on doing additional prep nonetheless, making small tweaks and broad changes alike—even while assuring me that the guide itself is fine, and they're just tailoring the guide to themselves or their tables.

Over the past year or so, I’ve largely disregarded these critiques or issues, reasoning to myself that Reloaded is a guide built for a particular audience that prefers zero-prep modules, and that it’s fine for DMs to accidentally take down load-bearing pillars so long as I warn them ahead of time that the guide is a “change-at-your-own-risk” adventure. Last week, however, I asked members of the Patreon Discord server why they had made changes to the guide at their own tables—and the answers proved illuminating (if probably obvious to anyone who isn't me).

When module designers create modules, we do so for a generalized, idealized audience: a “typical player” that dwells in our heads, but doesn’t truly exist. When our modules are distributed to real tables, however, the real players differ from that “typical player” in unforeseen, random ways. Sometimes (e.g., murderhobos), these random mutations are harmful—but sometimes, these random mutations are beneficial—if only the module is tweaked in a certain way (e.g., by including a certain small backstory detail).

In short: I realized that, in insisting that all DMs run Reloaded in the exact same way, I’d deprived them of serendipity: the opportunity to change non-load-bearing parts of the campaign in order to take advantage of unique beneficial player attributes (e.g., a player who forms a much deeper relationship with Vasilka or Parriwimple than expected).

(Again, I'm not claiming this is a deep revelation—only that it felt like one to me, given my preference for pick-up-and-play modules and a general loathing for doing any personal campaign design whatsoever.)

Furthermore, as I worked to develop the theoretical foundations for my DMing narrative/game design textbook (codename "The DMG: Reloaded"), I started to realize that those who’d called Reloaded a “railroad” may not have been as off-course as I’d felt. As I wrote in my recent draft chapter on “Methods”:

A narrative segment's degrees of freedom increase with the choices it offers the players:

  • Mechanical gameplay offers the players a choice of two or more verbs and/or verb sequences. A narrative segment with mechanical gameplay feels engaging (because the players' every choice matters), while a narrative segment without mechanical gameplay feels stilted (because the players are functionally reciting a preordained or obvious script).

  • Tactical gameplay offers the players a choice of two or more tactics. A narrative segment with tactical gameplay feels stimulating (because the players must make and calculate tradeoffs or probabilities of success), while a narrative segment without tactical gameplay feels predictable (because the players know that, barring isolated slip-ups or miscalculations, their overall course of action is certain to succeed).

  • Strategic gameplay offers the players a choice of two or more strategies. A narrative segment with strategic gameplay feels freeing (because the players have the agency to choose which "win condition" to pursue), while a narrative segment without strategic gameplay feels limiting (because only the DM's chosen win conditions will work).

  • Dramatic gameplay offers the players a choice of two or more goals. A narrative segment with dramatic gameplay feels empowering (because the players have the agency to define what "success" means to them) while a narrative segment without dramatic gameplay feels alienating (because the players' definition of "success" has been pre-chosen by the DM).

A narrative segment has a number of degrees of freedom equal to the number of types of gameplay it offers. (For example, a narrative segment with mechanical gameplay has one degree of freedom, a narrative segment with mechanical and tactical gameplay has two degrees of freedom, and a narrative segment with mechanical, tactical, and strategic gameplay has three degrees of freedom.)

A railroad occurs when a chosen goal, strategy, tactic, or verb fails to work for arbitrary, capricious, and/or unreasonable reasons. (A reason is arbitrary when it's unsupported by in-world reasoning, capricious when it hasn't been hinted at or foreshadowed, and unreasonable when it relies upon an absurd mechanic.) Examples of railroads might include:

  • Mechanical Railroad. In order to stop the evil vizier from kidnapping the king, a player attempts to shove the vizier out the throne room's window (a verb); however, the DM abruptly reveals that the window is reinforced and unbreakable.

  • Tactical Railroad. In order to stop the evil vizier from kidnapping the king, a player decides that they should try to defenestrate the vizier (a tactic); however, the DM abruptly reveals that the vizier can fly.

  • Strategic Railroad. In order to stop the evil vizier from kidnapping the king, a player decides that the vizier needs to be far away from the king (a strategy); however, the DM abruptly reveals that the vizier will always teleport to the king's side at the end of each round.

  • Dramatic Railroad. In order to keep the king safe, a player decides to stop the evil vizier from kidnapping him; however, the DM abruptly reveals that the king has chosen to accompany the vizier and wants the players to rescue him from the vizier's distant castle.

Is Re-Reloaded a railroad under this definition? I’d still argue not; it often deprives players of dramatic, strategic, or (occasionally) tactical choices (see, e.g., the fact that the only way to defeat the hags is to first bind them using Fiona Wachter’s ritual, or that the only way to save Stella is to cast Victor’s etherealness ritual), but rarely does so arbitrarily, capriciously, or unreasonably. Yet it’s also true that a lot of players and DMs play D&D because they love the opportunity to explore dramatic and strategic gameplay—and that, by frequently mapping out the exact gameplay progression sequences available, Reloaded tended to take that away from them.

Now, given the unfinished state of the guide, I definitely don’t have the time to go back and revise each arc to allow more dramatic, strategic, and tactical freedom (though I do have some ideas for how to do so eventually). But in the meantime, there are clear things that I could do to improve the DMing experience:

#1 (adding critical paths) would be pretty easy, and would probably take me around two weeks to do. #2 (breaking down load-bearing pillars)  would be a bit more in-depth, requiring a month or so to complete. #3 (adding comprehensive design notes) would be intense—pretty similar to the existing (but now often outdated, and generally discontinued) design notes at the bottom of the earlier chapters—and could take months to complete.

I do think I need to do these—so that, ultimately, DMs can make their own (well-informed) decisions about what to change, adapt, and keep. The only question is: when and how?

Right now, I estimate I’m approximately 100,000 words away from finishing the full draft of Re-Reloaded (with an estimated 5,000 words left in Arc R—Trials of the Mountain, 25,000 words in Arc S—A Sword of Sunlight, 50,000 words in Arc T—Dreams of Dawn, and 20,000 words in Arc U—The Curse of Strahd).

At 5,000 words a week, that’s approximately 20 weeks’ worth of work left (placing the completion date in late April 2025); at 7,000 words a week, that’s approximately 15 weeks’ worth of work left (placing the completion date in mid/late March 2025). I feel reasonably confident that, at my current writing rate, I’ll land somewhere in between those . . . though, of course, real life is never quite as cooperative as we might hope.

So what are my options?

I could compensate for any excessive delay by publishing my rough bullet-point notes for the “load-bearing pillars” of the three unpublished arcs, but that’d probably delay my timelines by another week or two. (Due to the sheer length of time #3 would involve—and the ongoing churn of edits to published arcs—there’s basically no world where I do #3 before the guide is done.)

So that’s why I’ve come to you: I want to know what you think I should do (including whether I'm barking up the wrong tree entirely). Let me know your thoughts in the comments and/or vote in the poll below.

Regardless, thank you to all who have supported, shared, and run Reloaded—and especially to those who kept rightfully critiquing the guide’s flaws even when they failed to break through my thick skull. I look forward to hearing your thoughts, and I hope that, however I sequence the work, you enjoy the final product as much as possible :) 

Cheers,
Dragna

P.S.: Thank you very much for your continued patience regarding Arc R—at nearly 50k words and over 100 pages, it's easily my longest release so far. I've only got 3-4 scenes left to write, plus a scattering of edits, so fingers crossed that I can get it out before Christmas (if not sooner)!

Comments

I appreciate your guide and the intent of "no-prep." I tend to be a "low-prep" DM. I read the module through once to get a general idea of "what happens", making bullet point notes of the "critical" info that the party would need to find out or do to be able to resolve each obstacle. But most of the work is done in-session, adapting to choices the party makes when faced with the choices of the scene. Since all arc's aren't published yet I've personally been uncomfy because I don't know how this particular story ends. Mainly, spending prep time to find the "critical info" that I should not adapt to avoid structure changes later on in the storyline, is what I would like to do when all arcs are published. Hence why my vote is for you to publish all arcs and then go back with edits/clarifications/annotations. (but also, recently subscribed to your highest patreon tier to comb through all un-published info and see if I can glean the critical info that way!) But over-all, your guide has been a divine help! I'm currently in the middle of 3 separate running's of Curse of Strahd, with the 3rd being wholly using the guide as written. (the other 2 I had prepped for and started prior to finding Re-reloaded. So some critical story points counter how re-reloaded intends, but I've enjoyed weaving in re-reloaded arcs and scenes where I can.)

Hayley Tow

Oh, the comment got cut off. I wanted to say that I'm really excited for it to come out already. I use your guide sparingly, mostly to rip off some of your monsters (I like that you add bonus actions and reactions, it's fun) and add the dialogue you provide (as another comment said, I find it crucial to properly convey the personality of certain NPCs). I'm not relying on Reloaded being finished to run my campaign, so I'm quite unbiased when I say that you should just put out new arcs first and let the rest for later. It will be the most helpful for DMs who see Curse of Strahd as a daunting module, since they'll know they have the whole adventure ready to run and they won't have to make something up on the spot until you post more arcs. it also may be better for you: if you do it once it's all over, you may approach it with a new perspective. So it's a win-win situation!

María Meroño

Ever since I discovered Reloaded I feel as though I'm waiting for my favourite fanfic author to update! Especially since you posted a teaser for Strahd somehow toying with the party and making them choose amongst themselves to be the victim. I'm really on the edge of my seat!

María Meroño

#1, mainly because most of us DM's are running the campaign. Those advanced enough will appreciate having the base material ASAP (at least in beta version). Those early in the campaign (like me) will also appreciate to know what is the master plan you have. In case some constructive feedback is appreciated (not a criticism at all), the "railroading feeiling" is some feedback I have also received from my players when playing some pieces on this guide as written (I am not running i literally as is, but truly getting inspired by it and running some pieces as written / adapted to my situation). Not necessarily a guide's fault, maybe it is also mine when DMing, and somehow also intrinsic to its prep-less format. The design notes are something I personally miss a lot; I like to read the arc intro first, the design notes afterwards (which help me to realise which are the flaws in the module i am going to face), and after that I do go through the remaining more in depth. Thank you for your hard work, It's being really useful and of great inspiration! EDIT: I'd suggest delaying the St Andral bone stealing one day after the players arrive. This way they have time to trigger the other quests. Otherwise, this quest naturally becomes the main quest for the players (or at least the more urgent to solve) causing the railroading feeling.

Josep M. Lanau

I'm also more interested in seeing the final product than delaying it because of these things. Sure, I'd love to see Critical Paths and Load-bearing Pillars, but to fully understand the story, I need to read it in its entirety first.

hanani tallyson

Quick question concerning the writing process and your progression. As described, you have plan for Arc R to U, but I've noticed that Arc N is still "coming soon". Any update on this? Thank you for all the hard work!

Zachary Beaupré

I love this idea so much, critical paths and load-bearing pillars will be incredibly helpful in the long run. That said… to draw from IRL experience, scope creep can be a death blow to a project. We’ve already seen delays in new content as previous material was re-written (no judgment there, this is your project and completely within your rights to do), so I’m much more interested in seeing the final product rather than more and/or different details from previous arcs. To put it another way, while the aids would be extremely useful, I could infer most of it for myself if I could read the module through to the very end.Regardless, the material is phenomenal and my players are having a blast – thanks for all you do!

Gato__Malo

I agree with the majority of comments that feel that I like the structure of Re-Reloaded. As a DM, you should be able to adapt to different situations. I use your guide as what it is...a guide. If there's something I don't like or whatever, I just modify it or make up my own segment. It truly in an INVALUABLE guide though! After returning to DM'ing after a SEVERAL year break, CoS was probably the WRONG module to run! However I love the character so much that I wanted to run it before someone else did. Without your guide it would have been a MAJOR struggle. Keep doing what you're doing!

ROCCO MARIANI

My group is about to enter the arc with the Hags. I worry that this won't be done before they catch up. The last time I read it, the predicted finish date was October '24, which obviously didn't happen. So, I take the "by April" comment with a grain of salt. If it spins off into other stuff, I'll end up having to make everything up myself, which defeats the entire point of running Reloaded over as-written CoS.

Gray Embry

Speaking as a DM that started running COS for my players with plans to just change a few things from the source myself and then stumbling onto your amazing guide after we had started the campaign I have to add my vote for #1. My choas goblins are rather hard to predict or wrangle (they almost sold Ireena to Strahd) so I'm finding myself in the position of having to constantly shift and move things regardless. Having the complete guide sooner would allow for some insight down the road while leaving me with the freedom of not having to feel like certain aspects have to remain unchanged. I also enjoy the challenge of trying to reconcile my players actions and the guide and the skill growth in my own DMing that accompany it

Richard Thornton

I love the structure you've provided in Reloaded and Re-Reloaded, so I personally view it as "tweak at your own risk", as you already mentioned. And sadly, so many modules these days are railroad-y that I'm pretty used to making tweaks to give the players options, so I didn't even think about this as a negative for Re-Reloaded. That said, I hugely appreciate your willingness to go back and give more insight into where DMs can safely make changes. Whatever you do, just know that your work is a huge asset to the community.

Damon Gallaty

Hey Dragna, I'm a new DM but more similar to you in that I loathe prep and would prefer just sitting down with a module and going from there. I've felt some parts were minorly railroady here and there (only through the hags at the moment), but at the same time CoS is not a module I ever would have run RAW. I simply don't enjoy DM'ing enough to run a full world and prep so things stay consistent. I appreciate the massive amount of work you've put into this guide so far and continue to do so. Keep it up and know we're all rooting for you!

Smartjedi

I echo Mac Hollister's comment above, since he expressed my own position quite well. I'm just getting our group to Vallaki, so I have time, but the clear preference, and empathetic to DM's much further along, is to complete the guide first. That said, I voted #1 because 2 weeks isn't a massive delay and would likely help a lot of us earlier in the game in order to better accommodate modifications more easily. This becomes even less likely to be a truly problematic time to do so since it is winter holiday time and I suspect that a majority of groups play less this month than any other, thus granting a way to ameliorate the 2 weeks required to do so. Regardless of what you do, your work is fantastic. I do make some modifications, primarily because I have a player (my wife) whose paladin has a 20+ year-long out-of-game history with both Strahd, and in the broader Ravenloft setting, including being a reincarnation of Tatyana and defeating Strahd previously, but thus far, I've been able to do so without modifying anything structural in Re-Reloaded, as far as I'm aware, and it's been a pleasure to add narrative to your writing because it's akin to my own. This is why at least option #1 is so alluring and got my vote.

wolfgaidin

As someone aiming to be done with the campaign in April, I really want the guide finished first. My players have commented on feeling like a railroad every now and then but they are still heavily enjoying the game

Myrddin

I voted option 1 because my party just arrived at Argynvostholt, and I’m really targeting wrapping up by the end of March or so. I think all of these items are worthwhile but I selfishly want the guide finished first so that my party can hit that goal. No matter which option wins, I hope you post future arc notes in the case of any delay in finishing up the guide to throw a lifeline to any DMs like me who are already quite deep into the campaign. By the way, the guide as-is is terrific; my party has been singing my praises, and therefore yours, throughout the campaign!

Michael Wampler

Hi Dragna, my party is entering Barovia so not a whole lot of player perspective yet. I myself have read through the stolen gem so that I could understand all the moving pieces better. I tell myself this because one thing I wish to become is a better improviser, and I can only do that if I understand the greater story. To help future DMs run this, option three would obviously be most beneficial. I would also like to offer a different perspective. The work you have done is obviously tremendous. You have made so many people come together and think about what the campaign could be. Where I would like to be selfish (and I did cast my vote for 1), I also would hate to see you get burned out - please consider what it is YOU would be most interested in doing too!

Justin Ware

I started running CoS heavily based on the original Reloaded - I liked that compared to MandyMod it seemed to be focused on condesing and tying together the NPC hooks, instead of expanding on each one in separate direction. Re-reloaded, it seems, have taken the opposite direction, with giving each original NPC its own sidequest and introducing even more NPCs. If anything I feel it's not railroading enough, it's like a labyrinth now. The word count alone makes me scared to engage with it deeply. I would greatly appreciate having an "abridged" version with only the critical plotlines detailed.

Vadims Hesins

I voted for option 2, but I am someone who is preparing to start the campaign in a couple of weeks. The party I am taking through it just finished Waterdeep: Dragon Heist, and they are the sort to improvise every situation and conversation, and like to have bits of the story tailored to them and their backstories. My motivation for this guide was to have the world fleshed out, but I suspect I'll find myself changing everything on the fly to personalise the experience for my players. For that reason, notes on the 'critical path' so that I can glance at a scene and retain the ability to improvise would be invaluable. Notes on load-bearing pillars would be wonderful too, but I think it would be frustrating for you to put yourself so far behind, and I suspect you might enjoy it more to finish all of the arcs and _then_ work on these extra bits.

Liam Brown

In fact, sometimes it's not really clear how certain actions will affect further development, unless you read all the arcs at once, for example, in the Andrala's Feast arc, Strad's wife was almost killed because of magical control and dice cancer, I strengthened her a little, because I didn't know how important her further role in the plot was, and she survived, only recently I found out that her possible death was written in the arc Dinner with the Devil

Yura Gal

Loving Re Reloaded! Agree with most of your post above with the caveat that CoS is a complicated, entangled, and lore heavy campaign. Almost certainly, this will be difficult to run no matter the guide or the prep. If running CoS easily was the goal, then DMs should find a lean guide highlighting only the key points of the campaign. Your added scenes, quests, and alterations improve the original module. Although, this still leaves it a complicated module. I voted for adding the critical paths to give DMs the option to indulge in your work or more easily make each section their own. Thanks for all the great work! Sidebar: Happy to see Dm Andy making some specific maps for Re reloaded.

Alexander Moreau

I will also add my two cents. First of all I really enjoy your campaign, it's the best, most fun and most elaborate story I have ever run. I would heavily disagree on it beeing zero prep though (at least for me). In a "normal" campaign the overarching story is rather thin. This way I dont have to remember much, but be creative in the spot where some background information is asked. Then I will pull something out of thin air and write it down. This way it gets added to the information, that is real and I need to remember. In rereloaded there are so many characters and locations with complex relationships and backgrounds I need to keep track off. My players take great notes and will spot most inconsistencies. Because of that my prep work shifted from creativly inventing story, to precisely "learning" the story. So most of my prep work is now reading. The other thing I have to do is translate the read out texts to german, but I let chatgpt handle that the moment I have to read them. Really translating them proved to be to much effort for me. On the topic of railroading: My players sometimes "live in fear" when they do something, they suspect not beeing planned by you. They wanted to face the vampire spawns without informing father Petrovich. I did not really know what to do with that and more or less railroaded them into taking him with them. They know the encounters are balanced including certain NPCs and are sometimes frustrated, when some NPCs are "required" while others "refuse to join". In a less organized campaign they would communicate interest in a NPC and I would make this NPC more important in the future. In reloaded I already know what the NPC will do in the future and so on. This makes for a real world with goals for each NPC that feels alive. It does however limit the players options a bit. For me all of this is absolutly worth it though since your story is just the best. Thank you for all the effort you put into it

Wolkensieger

As Mauricio already commented about this before, I run my game in Spanish, and I have to do additional prep for every read aloud text, and more work even if the text is some kind of cryptic message, or hints to a puzzle. So, I like his idea "Keep those conversations and events as they are but let us know which ones are load bearing and what “message” needs to be sent so that we can improvise them wherever or whenever they should happen." "Give us a rough idea of what the specific scenes should convey, if these scenes can be moved to other parts of the chapter, and which scenes can be skipped without hurting the story" It will surely help people that runs your guide, but not in the original intended laguage that is English. Thank you Dragna for all the work you put into this!

Antonio Prado

I think the most helpful thing to my campaign would be an explanation of the load-bearing pillars - though I'm already aware that I've altered a few of them 😂 but before anything of that sort I know that I would personally like a future arc notes post - that would be most helpful for me as I'm figuring out where some if my changes may have consequences down the line!

Chris D

My 2 cents: I run the game in german so any prewritten text to just read out needs to be translated. I also find that the prewritten conversations and events leave little to no freedom for the DM and can indeed feel like a railroad. Idea: Keep those conversations and events as they are but let us know which ones are load bearing and what “message” needs to be sent so that we can improvise them wherever or whenever they should happen. I like giving my player scenes to interact with and love ideas for chit chat with npcs but it all seems to be too scripted.. Having them be more loose would be appreciated. Basically please give us a rough idea of what the specific scenes should convey, if these scenes can be moved to other parts of the chapter, and which scenes can be skipped without hurting the story

Mauricio Garza Colome

Hi Dragna, I'll add my 2 cents to the discussion: first of all, I voted option 1. While, given my campaign's timings, I could afford (and greatly benefit from) option 3, I think most DMs are, legitimately, prioritizing being able to finish their campaign on time. On the other hand, I don't really see option 2 as worth the time: I think glancing through an arc is enough to get a decent understanding of the critical path through it; the problems arise when changes in one arc have impacts later down the line (hence why load bearing pillars would be useful). Since you mentioned that your goal with Reloaded is to have it be zero-prep, I will say that for me that's not the case. Having to "learn the script" to avoid accidentally missing crucial points takes time (and effort). The reason I run this guide isn't to reduce prep time, but because this extra time and effort is very much repaid in quality and narrative. But once again, option 3 would help reduce this effort. I have made a very small amount of changes to the guide, mainly to fit my players backstory and personality (eg. I added an extra werewolf encounter to kill off the werewolves newly introduced by Kiril, to help my players understand the fact that the ones that are now left in the pack are not evil after all). When it comes to railroading, I asked my players about it and they didn't feel anything of the sort, if not for one instance. Arcs like the Lost Soul may seem like railroading when reading it from the DM side, but all the "pushes in the right direction" feel very natural and grounded when actually playing the game. The only instance of true railroading, in my experience, happened in climax of Arabelle's quest: Van Richten's confrontation with Arrigal felt to us just like the steategic railroad you mentioned: there's only one reasonable outcome (Van Richten moves in the woods next to the camp), and it doesn't feel like a players choice when they, finally, think of suggesting that.

GC

I only started CoS 2 weeks ago, my players just entered Durst Manor where I'll be using Reloaded, but I think just completing everything should come first at this point. And then after the new arcs come back for the critical paths, load-bearing pillars and other notes. Think that's going to be most helpful for everyone.

Gerralt Zantingh

I'm with a lot of the people commenting, in that finishing the content would be the most helpful to me. Putting that to the side however, for those concerned with railroading, I'm inclined to think that adding loadbearing notes might stiffen the guide rather than free it. As of right now, everything is changeable based on our party's needs. I think including a "don't change this" warning runs the risk of discouraging creativity, and it could incite panic if a DM already has made those changes or the players deviate greatly from it. I think the critical path concept is smart, because it gives the DM an idea of what to shoot for, but it doesn't add limitations. Either way, I think Re-Reloaded is wonderful and you're doing great work. Please don't feel pressured or discouraged. No matter what you do, there are always going to be people who wish you'd done it another way. I say you should focus on finishing your project, and have faith that we all love it so much because what you're doing now works.

Lindsey Alterman

First of all, thank you for your hard work. I voted #1, but #2 would also not be a problem. Of course this has a personal bias as a dm, currently running towards the end of the vallaki parts (on their way to the hags). I do read most of the current arcs, and relevant parts in the future arcs. And then prepare my own document with all the info, just to take it in even more. My players do sometimes surprise me and are a bit dense on other times. They sometimes feel a bit overwhelmed with the info they are getting. When they do surprise me and go a bit wide of what I expected, I try my best to improvise, or sometimes just admit I didn't prepare for it and just call that session a bit early. Love the whole guide and setting, and my players so far are having a blast.

Martin Zijlstra

I'm super excited to hear you're planning to add these sections on load-bearing pillars, critical paths, and design notes in the future. I DM for my husband and we are going through the story very slowly but thoroughly, so I'm not personally pressed for the guide to be completed asap. I just hope we get all the content eventually haha. Thanks for your hard work 💜

Matti-P

I am going to show my bias as wisely suggested by Mac, above. I started Re-Reloaded just over a year ago thinking I'd never catch up, especially with the talk of completion by summer, and then by Hallowe'en. Now I probably have 20-odd weekly sessions to go, meaning I'm almost certainly going to have to go 'off book' for at least the last stanza. But despite this bias, I do think regardless that the best approach is to finish the arcs and then add these 'running notes' and other such playing aids. I suspect you might find lots of other summaries/diagrams/etc to help people run the campaign as easily as possible, and no doubt other refinements as feedback comes through from people who have played it. I do agree that spotting critical aspects means an arc needs to be read before playing it, but that is not much hardship (eg, my players did not allow Victor to come with them to confront the hags, meaning no Counterspell, so I added another method to allow them to succeed in that encounter - which resulted in the hags being recurring villains). I find that Re-Reloaded needs a fair bit of prep, but it is more contained - rather than needing to read an entire campaign beforehand, only the arc being addressed needs to be familiar. I think it has the potential to truly be one of - if not THE - greatest D&D campaign.

Matt

I've asked Dragna briefly before about wanting that exact sort of info for my future-planning, so I agree and in my own comment I recommended basically an option E: Arcs plus future notes first, then add the design notes/sidebars after.

D. D.

I voted option one. Let's get this baby wrapped up! Biased opinion of course as I am not a really creative DM, but I am an excellent conductor - and my group just redeemed the Abbot, so we are catching up!

Gilead Nunn-Askevold

My opinion is that as nice as the most thorough options are, it's true that some people are going to be deep enough into the game that they need material sooner than later to keep things running and ending smoothly. (Not me, my party's still in Death House, but I already feel the same anxiety about the lategame not being done by the time I'm midgame and need to start referencing the endgame stuff for planning and changing.) Thus, what *I'd* have you do is #1, but with the future bulletpoints from #4. Future arc notes, then get the arcs out. Once all arcs are out, go back and refine by doing the Design Notes and the design notes of #2-3, starting from the end working backward.

D. D.

I think there's going to be a LOT of bias in these responses. People who are late in the campaign are very likely going to want to see the guide finished sooner so that they don't have to wrap it up themselves whereas people who are earlier in the campaign won't care about the last couple arcs since they won't get to them in that timeline anyway. I personally am still in Death House so I couldn't care less about a fast timeline for the late-game arcs. From my personal (and quite biased) perspective, I want to see as robust of a guide as possible in each section before the guide is "finished". That's a lot more helpful for me simply because of how my personal timeline works. However, from a neutral perspective, I think that prioritizing finishing the guide as-is is probably a better idea. Having the guide complete is more helpful for the people who need that than making the guide more robust is for me (or others who are early in the campaign). That is to say, the degree of utility gained by finishing the guide is very likely to be much higher than the degree of utility gained by making it more robust. With all that being said, a difference of two weeks is a very short amount of time (relatively speaking). So I think that the best course would be the 2nd option; it gives very rough outlines for people early in the campaign so that they can better understand what pieces are important (which, in my opinion, is the most important part of making sure the campaign doesn't go completely out of control) yet otherwise still gives priority to those who need to have a completed guide with only that very small sacrifice of a couple weeks. So overall, I'd say Critical Paths -> new arcs -> load-bearing pillars -> design notes (as much as I love reading the design notes, I think they're the least "important" for actually running the game).

Mac Hollister

Hey Dragna, thanks for this very transparent post! Appreciate you opening this up to the community to comment on. My group is currently in the middle of the Vallaki arcs in Re-Reloaded, and the feedback I've gotten from them is extremely positive, particularly for this section where there are many possible quests to follow up on simultaneously. The most recent comment was "this feels like Baldur's Gate 3 - there's so much to do!". They are enjoying the roleplaying aspects immensely, and I think the biggest benefit is really how fleshed out the characters are in Re-Reloaded, compared to almost any other published adventure that I've used in the past. It really feels like the core NPCs are real people, especially Ireena, Ismark, Strahd, etc, and my party treats them that way, and that makes the game so much richer and more fun to play and run. From the DM perspective, the example dialogs that you have written out, like the one between Ireena and Ismark when the players first stay at the burgomaster's mansion, are extremely helpful to me, because it shows me who the characters are. Even if I don't follow it word for word, the value of having that example dialog in place can't be overstated. I do agree that that plotlines can be challenging to keep track of from the DM side. I've read the Vallaki arcs countless times at this point, and every time I do, I find an additional detail that I missed, which makes me think I'm going to miss some vital piece of information that ties everything together. I do think the more convoluted plotlines could be streamlined just a little bit to reduce the mental load on the DM side when running a live game, because there's a lot of critical details to remember, especially as a first timer running Curse of Strahd and learning Re-Reloaded at the same time. Once I finish running Re-Reloaded all the way through, I think I'd feel a lot more comfortable to improvise more without fearing that I was going to blow up one of the arcs in a way that wasn't easily fixable, but right now I'm really only improvising in spots where the players deviate from the path laid out in the guide. So, with that in mind, I've voted for option three: explain the critical arcs and load-bearing pillars, and then work on new arcs, since that may help make improvising more approachable for situations where I need to do so, especially in this first playthrough.

vvulfmann

Imo the best tweaks are ones make to accommodate the players individual backstories. The events of the game shouldn't be on rails, but I like that the choices available are somewhat on rails. It means I can really lean into maximizing the story elements I am adding specific to the characters

Brad Nelson

Yep. Also, speaking for my own experience there's still plenty of things left to dm interpretation. For instance the whole hag bargain thing to get a heart stone opposed to fighting them... Based on what was available so far I have no idea why that is something they're interested in.

Brad Nelson

My players (and myself) absolutely love how you’ve weaved so many disparate parts of the narrative together. Almost everything introduced is important and ties back into other parts of the story later. That’s the most valuable part of Reloaded in my opinion. It trims the fat and provides structure to the setting. The discovery of Rictavio’s identity was a perfect example. It felt so “earned”, the payoff at the table was huge. The source material does such a bad job of telling you what to foreshadow and why, please don’t get discouraged about railroading accusations. What you’re making here is truly something special and I’d love to see it completed.

Chris Borden

I love the idea of adding things like critical paths and the load-bearing pillars! It will absolutely make running the campaign easier. However, I am heavily biased towards finishing new arcs ASAP as my players are just finishing the heist 😅

Canadian Blitz

Thanks Chris! Appreciate the feedback. That definitely seems to be the way most responders are leaning, so it looks like I've got my work cut out for me!

DragnaCarta

Love the idea of making it more clear which narrative elements are load bearing. I’ve had to read ahead quite far into the story to determine these for myself before making changes to accommodate player characters. However, I also believe finishing the thing end to end is the more important first step.

Chris Borden

Thanks Richard! And hah; point taken—I know a number of DMs have followed your lead and charged head-first into the breach, and more power to 'em. I do think the critics have a point, but I'm glad Reloaded is working out for you, and I hope the future releases and edits do too. Sincerely appreciate the kind words and feedback; thanks again for sharing your thoughts!

DragnaCarta

I think you made the right call leaving the design notes out for now and come back to them later. More arcs of content is the most helpful thing, and I can't stress HELPFUL enough, so much clearer to understand than the book. I would keep ignoring the issues, critiques, and railroading comments you've been getting. I've been running the game by using this module and my party is currently 6 floors deep within a dungeon inside a bag of holding with the bag man hunting them. I assure you, we are not all "forced" to play the same game. Keep up the great writing, I'm always looking forward to your new work. Whether I follow it to the T or not, it's always inspiration for future fun

RichardxNB

True! I guess the utility of those options is definitely more biased toward non-Discord members than Discord members.

DragnaCarta

While I would prefer to see #1 and #2 first, if I really needed insight on something I'd like to either alter or understand more clearly I can query the awesome discord peeps.

The606

I'd have to write 'em first, I'm afraid - a lot of it is in my head, and would largely involve converting the Obsidian diagrams into actual notes/outlines 😅

DragnaCarta

Huh - do you mean basically having someone ghostwrite drafts of the upcoming arcs? That's an interesting idea 🤔

DragnaCarta

If there are more detailed future arc notes than the current Obsidian stuff, that would be super useful to have.

Acliabides

Sorry, possibly dumb question, but could you solicit help with getting ideas out while you add the supporting pillars? Even if someone is just knocking out a rough draft of your ideas and you could update/modify couldn't that save you time?

Brad Nelson

Hah, for sure! I guess Option D in the poll (post future arc notes to assist planning, then explain critical paths/pillars to assist customization, then finish the guide) would work best for your needs?

DragnaCarta

Hah; I definitely think you wouldn't be alone in that! Definitely looks like there's a clear preference so far, though (although I'm curious to see where it ultimately winds up) 😅

DragnaCarta

My players are just now defending the village of Barovia. So I would see it beneficial to see new arcs sooner so I can plan ahead better. This is also me trying to implement/add backstory stuff by altering Barovia a bit to my needs. Pretty complicated at times, it turns out!

Ross

I'm torn, because I want to see the critical paths, but I also want to see reloaded completed as is sooner..

Jesse Rosen


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