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Rating 5e adventures - best for my group?
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<blockquote data-quote="ArwensDaughter" data-source="post: 7517403" data-attributes="member: 6804968"><p>TOA is the only one I've run (am still running) that you haven't yet, so it's the only one I'll comment on.</p><p></p><p>-If opt for this and you do use the initial hook of someone hiring/asking them to investigate the death curse, I would encourage you to develop a way for their to be occasional communication between the quest giver and the party. This can help keep them on track and jog their memories.</p><p></p><p>-Like all the published adventures, there is a helpful "Enhancing" thread in these forums chock full of great ideas and suggestions of how to address the weak points of the adventure.</p><p></p><p>-TOA is the first adventure after the creation of the Guild Adepts program. This means that there are a number of adventures on DMsGuild set in areas of Chult that TOA names/shows on the map but doesn't detail. Handy if players go off in those directions and/or if you and your players like the setting and want to do more there.</p><p></p><p>-It is very sandboxy, despite the time pressure of the death curse. So players can go nearly anywhere. In the latter part of the adventure, this means 2 chapters prepped and ready to go each session. I've been finding this a bit challenging, although thankfully my players have been unwittingly kept to only one of the chapters. [Note: I other respects I like the sandboxy nature of TOA]</p><p></p><p>-On the other hand, during the jungle exploration phase/chapter, you can have a good sense of where the party is heading, and can limit your prep for the next session to those areas. (Although travel through the jungle can also be a bit of a slog; there are suggestions in the enhancing thread on how to address that)</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 7517403, member: 6804968"] TOA is the only one I've run (am still running) that you haven't yet, so it's the only one I'll comment on. -If opt for this and you do use the initial hook of someone hiring/asking them to investigate the death curse, I would encourage you to develop a way for their to be occasional communication between the quest giver and the party. This can help keep them on track and jog their memories. -Like all the published adventures, there is a helpful "Enhancing" thread in these forums chock full of great ideas and suggestions of how to address the weak points of the adventure. -TOA is the first adventure after the creation of the Guild Adepts program. This means that there are a number of adventures on DMsGuild set in areas of Chult that TOA names/shows on the map but doesn't detail. Handy if players go off in those directions and/or if you and your players like the setting and want to do more there. -It is very sandboxy, despite the time pressure of the death curse. So players can go nearly anywhere. In the latter part of the adventure, this means 2 chapters prepped and ready to go each session. I've been finding this a bit challenging, although thankfully my players have been unwittingly kept to only one of the chapters. [Note: I other respects I like the sandboxy nature of TOA] -On the other hand, during the jungle exploration phase/chapter, you can have a good sense of where the party is heading, and can limit your prep for the next session to those areas. (Although travel through the jungle can also be a bit of a slog; there are suggestions in the enhancing thread on how to address that) [/QUOTE]
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