| Post/Author/DateTime | Post |
|---|---|
| #1PhobosDec 23, 2014 6:00:52 | I'm looking to run a small group through some 5e material. They are all expeienced with D&D BECMI up to playtesting 5e.
I want to run premade adventures and adjust or alter them as needed. They are good roleplayers, and also good at combat. They story is just as important to them as the killing.
So, my question is for anyone that has played the Dreams of Red Wizards series. I was told that if I use the final MM and rules, that this should be a good thing to run. We are running Phandelver (sp?) at the moment on the same principle.
But, I was warned that Dead in Thay has a weird multi-party thing where it was intended for multiple groups on the D&D Encounters. Is this true, can it be run with a single?
I have not purchased them yet, so I don't want to drop the cash without a good feeling on the adventures.
Last, there is the Tiamat series. I was given a copy of Hoard to read. I only had a brief weekend, but it seemed really open ended at the start. Anyone run Red Hand of Doom? Sorta like that (which we loved), but with far less guides. Almost like here are 20 things that can happen, choose your own adventure...
Anyway, just looking for opinions. |
| #2DM_HEEGZDec 25, 2014 10:16:47 | I think running the starter set adventure is a great start. I've never played/DM'd Red Hand of Doom but I've read several people who compared it to the start adventure. I've read a lot about Dead in Thay and you would have to modify the adventure for a single party. I really like the story, and have considered doing so myself. Right now I am currently running parties through Madness at Gardmore Abbey and Ghosts of Dragonspear Castle. I also bought Murder in Baldur's Gate and the Legacy of the Crystal Shard adventures. I have found it extremely easy to adapt adventures from other editions to 5ed and recommend you use anything that looks remotely interesting for your group. The beauty of 5ed for me has been the ease of story telling and adaption of other adventure ideas for my own campaigns. Good luck! |
| #3RhennyDec 25, 2014 21:19:33 | I agree with DM_HEEGZ. I've been running Ghosts of Dragonspear Castle, and although it is a little railroady, it has a ton of story and great seeds for imagination if you let it take you. It is also quite a large campaign that can take PCs from 1-10th level (possibly more if you build around it too) -- (I have to admit that I don't really like the Orc/Dwarf crossbreading in the adventure though, and if I had to run it again, I'd probably just change it and make the orcs and half orcs allies of the red wizards, and the Dwaves just too weak to fight against them.
For me, if the adventure has story, I can easily change encounters or add side adventures to make it work. If it doesn't have story, then I have to work harder. That was great when I had a ton of time, but now a-days, I have less and less time pre-think campaign timelines and villain plans, etc.
|
| #4Brock_LandersDec 25, 2014 23:08:47 | Running any pre-4th Ed adventure/campaign is a breeze in 5th Ed; ease of conversion is the big sell for me. |
| #5MechaPilotDec 25, 2014 23:41:36 | The plot and dungeon design of adventures of any edition should translate into any other edition. The only real differences between them are things like skill check DCs and the monster stats, and both of those are easily fixed (DCs are easy to adjust, even on the fly, and plugging in 5e monsters fixes the monster stat issue). |
| #6Brock_LandersDec 25, 2014 23:43:14 |
|
| #7JohnLynchDec 26, 2014 4:09:08 | If your BECMI players I'd recommend Paizo's Kingmaker adventure path. Don't run it strictly as written and instead use it as adventure seeds and run it as a giant sandbox (which it is). Also use the long rest mechanics from the DMG (1 night = short rest; 1 week = long rest) to give it that truly old school feeling. It's a great series and should IMO work great using the 5th ed rules. |
| #8MechaPilotDec 26, 2014 15:29:04 |
|
| #9sleypyDec 27, 2014 14:45:31 | If your looking at published adventures with plenty of roleplaying opporunities, I would suggest Murder at Baldersgate or Legacy of the Crystal Shard. The flow of the adventures are they have plot points that come to pass regardless of action, but how those events play out can be greatly influenced by the PCs. Murder at Baldur's Gate is morally grey, requires a proactive party and in most cases the party is put into social and exploration pillar that could potentially escalate to violence. Legacy of the Crystal Shard is far less morally grey, and has more combat situations.
|