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General Tabletop Discussion
*Dungeons & Dragons
Which First Level Adventure for Beginners/Returning Lapsed Adults
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<blockquote data-quote="Jester David" data-source="post: 7503079" data-attributes="member: 37579"><p>I don't get the love for <em>Lost Mine of Phandalin</em>. Or <em>Forge of Fury</em> for that matter. Heck, most of Rich Baker's adventures leave me cold. </p><p></p><p>Too often Baker's adventures are just a series of loosely connected dungeon crawls where you lurch from room to room bashing whatever's in that chamber. LMoP is no different, with five small dungeons. There's no funky creative traps or puzzles. There's no wilderness exploration or natural hazards. There's no riddles. No fantastical locations of wonder and magic. Just dungeon rooms full of things to kill. </p><p>It's a terrible way to introduce new DMs into what a dungeon looks like...</p><p></p><p>Heck, even the town is lame. It doesn't have any particularly memorable NPCs and everyone in the village either has the big glowing "!" of a questgiver above them or exists solely to introduce players to an Organised Play faction.</p><p></p><p>I'm not a fan of newbie adventures that start with an ambush. It's a dick move that can easily kill unwary and inexperienced players' characters. Who likes dying 30 seconds after starting the game? </p><p>Meanwhile, the dragon just sorta appears. It's a deadly encounter but it's not really telegraphed and people aren't warned. </p><p>The pregens all have adventure hooks, but these aren't really explored in the adventure and seem tacked-on. Like they were written by someone else after the fact. Especially annoy is the rogue's, which feels like it should have the associated NPC called out. When I ran it, I didn't realise until after all the Redbrands were dead and the player called out the absence. </p><p>There's the weird design where you get more experience for talking to an NPC than murdering them. So the adventure is outright advocating violence rather than roleplaying or diplomacy. </p><p>There's a tonne of magic items. Three +1 weapons! With one granting a bonus against plant monsters... who you have likely just defeated and won't face again. They basically give you a "key" to a door you've already kicked down. </p><p></p><p>But that's just me...</p></blockquote><p></p>
[QUOTE="Jester David, post: 7503079, member: 37579"] I don't get the love for [I]Lost Mine of Phandalin[/I]. Or [I]Forge of Fury[/I] for that matter. Heck, most of Rich Baker's adventures leave me cold. Too often Baker's adventures are just a series of loosely connected dungeon crawls where you lurch from room to room bashing whatever's in that chamber. LMoP is no different, with five small dungeons. There's no funky creative traps or puzzles. There's no wilderness exploration or natural hazards. There's no riddles. No fantastical locations of wonder and magic. Just dungeon rooms full of things to kill. It's a terrible way to introduce new DMs into what a dungeon looks like... Heck, even the town is lame. It doesn't have any particularly memorable NPCs and everyone in the village either has the big glowing "!" of a questgiver above them or exists solely to introduce players to an Organised Play faction. I'm not a fan of newbie adventures that start with an ambush. It's a dick move that can easily kill unwary and inexperienced players' characters. Who likes dying 30 seconds after starting the game? Meanwhile, the dragon just sorta appears. It's a deadly encounter but it's not really telegraphed and people aren't warned. The pregens all have adventure hooks, but these aren't really explored in the adventure and seem tacked-on. Like they were written by someone else after the fact. Especially annoy is the rogue's, which feels like it should have the associated NPC called out. When I ran it, I didn't realise until after all the Redbrands were dead and the player called out the absence. There's the weird design where you get more experience for talking to an NPC than murdering them. So the adventure is outright advocating violence rather than roleplaying or diplomacy. There's a tonne of magic items. Three +1 weapons! With one granting a bonus against plant monsters... who you have likely just defeated and won't face again. They basically give you a "key" to a door you've already kicked down. But that's just me... [/QUOTE]
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