Charles Lowry
Explorer
For context, I played D&D throughtout the 80s and early to mid 90s before moving onto other games. Our D&D games evolved from playing whatever adventure written for the appropriate level we could find to trying to be as immersive as possible within the Forgotten Realms after its release.
Over the summer, my two children, ages 15 and 17, wanted to learn to play D&D. They knew their old man played many years ago and I was more than willing to share the experience with them.
Ultimately, I ran LMoP and linked Into the Abyss to it. Personally, I did not like running Into the Abyss. This entire 'campaign' in a single book was a bit overwhelming and felt like everything was being thrown into a book. It was very difficult finding information and flipping back and forth. Then, the maps, while cool in a book seemed less exciting when drawn out on a dry/erase mat. As they played further into the campaign, more and more homebrew took place which sped up the pace and seemed more, well, entertaining. This campaign ended about 1/3 through the book where the PCs successfully reached the surface again. Granted, I should have broken down game sessions with better notes to help the game flow, but this seems like a lot of additional work after purchasing the campaign book. Modules of old, which was what I grew up on, simply did not seem as dense; though this could be me wearing 'rose tinted glasses' of yesteryear.
Fast forward to our second campaign. Largely homebrew and more focussed on character background/motiviation while able to keep track of the 'larger' story. I write 'outlines', utilize monster cards for quick reference, and adapt all encounters that match preprinted maps (the kids were enamored with them opposed to my drawing skills, haha). The games appear smoother and more engaging. After each session, I make notes of what occurred and start thinking about secondary and tertiary impacts. It feels like there is less 'page flipping' and more 'playing'.
In a long winded way of asking: do others play how I described the second campaign in D&D 5E?
Over the summer, my two children, ages 15 and 17, wanted to learn to play D&D. They knew their old man played many years ago and I was more than willing to share the experience with them.
Ultimately, I ran LMoP and linked Into the Abyss to it. Personally, I did not like running Into the Abyss. This entire 'campaign' in a single book was a bit overwhelming and felt like everything was being thrown into a book. It was very difficult finding information and flipping back and forth. Then, the maps, while cool in a book seemed less exciting when drawn out on a dry/erase mat. As they played further into the campaign, more and more homebrew took place which sped up the pace and seemed more, well, entertaining. This campaign ended about 1/3 through the book where the PCs successfully reached the surface again. Granted, I should have broken down game sessions with better notes to help the game flow, but this seems like a lot of additional work after purchasing the campaign book. Modules of old, which was what I grew up on, simply did not seem as dense; though this could be me wearing 'rose tinted glasses' of yesteryear.
Fast forward to our second campaign. Largely homebrew and more focussed on character background/motiviation while able to keep track of the 'larger' story. I write 'outlines', utilize monster cards for quick reference, and adapt all encounters that match preprinted maps (the kids were enamored with them opposed to my drawing skills, haha). The games appear smoother and more engaging. After each session, I make notes of what occurred and start thinking about secondary and tertiary impacts. It feels like there is less 'page flipping' and more 'playing'.
In a long winded way of asking: do others play how I described the second campaign in D&D 5E?