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Rime of the Frostmaiden Post-Mortem (Spoilers)
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<blockquote data-quote="Retreater" data-source="post: 8619968" data-attributes="member: 42040"><p>Here's my list of the official adventures I've run, ordered by how much I had to adjust them to work for my groups and style (ranked from less adjustment to most).</p><p>1. Lost Mines of Phandelver (didn't have to change much at all in this one)</p><p>2. Hoard of the Dragon Queen (my first 5e adventure; I didn't know to change it; complete railroad; would run it differently if again)</p><p>3. Tales of the Yawning Portal (I picked and chose what I want to run from this one. Didn't have to change a lot from the adventures I ran. I cut out a couple encounters - mostly puzzles - just because I couldn't wrap my mind around the solutions.)</p><p>4. Curse of Strahd (added a bit of extra content in keeping with the original 2nd edition campaign setting, but otherwise, as-is)</p><p>5. Tomb of Annihilation (required dropping a lot of clues of where to go that weren't in the adventure, and had to eventually montage through the hexcrawl because we'd <em>never </em>finish the thing)</p><p>6. Princes of the Apocalypse (worked basically fine as-is; I ran it more episodic than the adventure was written)</p><p>7. Waterdeep Dragon Heist (not a statement of quality; it more or less works as written - I just don't care for it; I added a few scenes and expanded the city of Waterdeep to its 2nd edition level of detail)</p><p>8. Out of the Abyss (mostly worked, but really re-worked the NPCs at the beginning and had to try to force the party to stick with it after the midpoint where they can leave the adventure)</p><p>9. Dungeon of the Mad Mage (really just presents a skeleton of an adventure; mostly a big empty dungeon. I "walled off" so many boring passages and rooms just to allow the group to find something fun. Otherwise there were entire sessions of empty rooms and corridors.)</p><p>10. Rime of the Frost Maiden (directed the group every step of the way; completely revised the point of the wilderness dungeons to link up to Auril's plan; ended the campaign after the showdown with Auril)</p><p>11. Storm King's Thunder (after the weak beginning, the party didn't take the bait of the adventure - which honestly didn't make much sense to me anyway. Completely re-wrote the plot, encounters, and dungeon. Got to the point that I even re-wrote the rules to 5e to try to make it exciting and fun.)</p></blockquote><p></p>
[QUOTE="Retreater, post: 8619968, member: 42040"] Here's my list of the official adventures I've run, ordered by how much I had to adjust them to work for my groups and style (ranked from less adjustment to most). 1. Lost Mines of Phandelver (didn't have to change much at all in this one) 2. Hoard of the Dragon Queen (my first 5e adventure; I didn't know to change it; complete railroad; would run it differently if again) 3. Tales of the Yawning Portal (I picked and chose what I want to run from this one. Didn't have to change a lot from the adventures I ran. I cut out a couple encounters - mostly puzzles - just because I couldn't wrap my mind around the solutions.) 4. Curse of Strahd (added a bit of extra content in keeping with the original 2nd edition campaign setting, but otherwise, as-is) 5. Tomb of Annihilation (required dropping a lot of clues of where to go that weren't in the adventure, and had to eventually montage through the hexcrawl because we'd [I]never [/I]finish the thing) 6. Princes of the Apocalypse (worked basically fine as-is; I ran it more episodic than the adventure was written) 7. Waterdeep Dragon Heist (not a statement of quality; it more or less works as written - I just don't care for it; I added a few scenes and expanded the city of Waterdeep to its 2nd edition level of detail) 8. Out of the Abyss (mostly worked, but really re-worked the NPCs at the beginning and had to try to force the party to stick with it after the midpoint where they can leave the adventure) 9. Dungeon of the Mad Mage (really just presents a skeleton of an adventure; mostly a big empty dungeon. I "walled off" so many boring passages and rooms just to allow the group to find something fun. Otherwise there were entire sessions of empty rooms and corridors.) 10. Rime of the Frost Maiden (directed the group every step of the way; completely revised the point of the wilderness dungeons to link up to Auril's plan; ended the campaign after the showdown with Auril) 11. Storm King's Thunder (after the weak beginning, the party didn't take the bait of the adventure - which honestly didn't make much sense to me anyway. Completely re-wrote the plot, encounters, and dungeon. Got to the point that I even re-wrote the rules to 5e to try to make it exciting and fun.) [/QUOTE]
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