First of all, hello, as you can see I'm quite new here and this is my first thread.
I already read a few threads, that compared a few adventures, but still not sure that to do.
Still have a few sessions left, until we finish the current adventure, so I'm not under pressure.
Player Background:
Six players - completely newbies, played their first two sessions with me -> Lost Mines of Phandelver (sorry, never know how that town is really called/spelled). They liked it so far.
Everything takes a lot of time, because they never played anything like D&D. Some of them played PC games.
They did create their own characters.
We have:
1 Dwarven Fighter
2 Human Paladins (One tanky guy, with shield and sword and the other one uses 2-handed weapons)
1 Elf Ranger (will go Beast Master)
1 Human Cleric (Tempest)
1 Dragonborn Rogue (will go Assassin)
The tanky paladin will probably drop out after the next one or two sessions.
No character is optimized, as the main goal is to play around, get to know D&D and have fun.
The players really took their time to create their characters (and it REALLY took time, as I sat down with everyone and explained everything - classes, races, backgrounds, etc.). I even created a presentation about D&D, TTRPGS, the game terms and we even had a group discussion after that...
DM background (that's me):
I seem a bit chaotic sometimes, but I actually like to be well prepared.
I started DMing around 2003 with 2e, but jumped right to 3e after a few sessions, skipped 4e completely, so I have a little experience. I personally like to give my characters many different choices, but I don't know, if having too many choices (side quests) is good for my new players.
I like to keep the magic low, and every magic item get's a little backstory (at least one or two sentences). I don't just say "That's a sword +1", but try to explain and use ingame language.
I'm more of a "rules light" DM, not using rolls for everything and not using all the rules everytime. My players know that. I'm also aware, that six players is a rather big group.
Questions:
That said, any advice on what adventure to play after lost mines is appreciated.
I currently own Hoard of the Dragon Queen and Rise of Tiamat, but I'm going to buy PoA and Abyss soon.
What I heard so far:
-) Hoard is full of mistakes and many people didn't enjoy it. Very railroady (is that a real word?)
-) Princes is very sandboxy and turns into a dungeon crawl. Repetitive.
-) Abyss has many great reviews, some call it the best official adventure in years. Haven't heard a lot about it.
1) My players probably want to keep their characters
1.2) I don't want to skip parts of adventures, so I'll probably have to adjust the existing ones in the beginning, right?
2) How well do the other three modules go hand in hand with lost mines?
3) How flexible are they?
4) Any of the adventures especially hard for new players?
5) My players know nothing about the world (we play FR setting), so is there anything that needs specific PLAYER knowledge?
Thanks in advance for your time and advice!
I already read a few threads, that compared a few adventures, but still not sure that to do.
Still have a few sessions left, until we finish the current adventure, so I'm not under pressure.
Player Background:
Six players - completely newbies, played their first two sessions with me -> Lost Mines of Phandelver (sorry, never know how that town is really called/spelled). They liked it so far.
Everything takes a lot of time, because they never played anything like D&D. Some of them played PC games.
They did create their own characters.
We have:
1 Dwarven Fighter
2 Human Paladins (One tanky guy, with shield and sword and the other one uses 2-handed weapons)
1 Elf Ranger (will go Beast Master)
1 Human Cleric (Tempest)
1 Dragonborn Rogue (will go Assassin)
The tanky paladin will probably drop out after the next one or two sessions.
No character is optimized, as the main goal is to play around, get to know D&D and have fun.
The players really took their time to create their characters (and it REALLY took time, as I sat down with everyone and explained everything - classes, races, backgrounds, etc.). I even created a presentation about D&D, TTRPGS, the game terms and we even had a group discussion after that...
DM background (that's me):
I seem a bit chaotic sometimes, but I actually like to be well prepared.
I started DMing around 2003 with 2e, but jumped right to 3e after a few sessions, skipped 4e completely, so I have a little experience. I personally like to give my characters many different choices, but I don't know, if having too many choices (side quests) is good for my new players.
I like to keep the magic low, and every magic item get's a little backstory (at least one or two sentences). I don't just say "That's a sword +1", but try to explain and use ingame language.
I'm more of a "rules light" DM, not using rolls for everything and not using all the rules everytime. My players know that. I'm also aware, that six players is a rather big group.
Questions:
That said, any advice on what adventure to play after lost mines is appreciated.
I currently own Hoard of the Dragon Queen and Rise of Tiamat, but I'm going to buy PoA and Abyss soon.
What I heard so far:
-) Hoard is full of mistakes and many people didn't enjoy it. Very railroady (is that a real word?)
-) Princes is very sandboxy and turns into a dungeon crawl. Repetitive.
-) Abyss has many great reviews, some call it the best official adventure in years. Haven't heard a lot about it.
1) My players probably want to keep their characters
1.2) I don't want to skip parts of adventures, so I'll probably have to adjust the existing ones in the beginning, right?
2) How well do the other three modules go hand in hand with lost mines?
3) How flexible are they?
4) Any of the adventures especially hard for new players?
5) My players know nothing about the world (we play FR setting), so is there anything that needs specific PLAYER knowledge?
Thanks in advance for your time and advice!