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Why is the first adventure always the hardest to get 'right'?
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<blockquote data-quote="Herobizkit" data-source="post: 6658176" data-attributes="member: 36150"><p>I'm getting back into the DM chair and rebooting characters from a campaign that kinda fell flat. I was running Kingmaker under 5e. At first, they told me the wanted a sandbox and to become rulers of a town - as time ran on, they wanted to do anything but explore hexes and gain the bounty from the villain in order to start their town.</p><p></p><p>I'm not sure this is the best idea, but I'm looking to introduce them to a classic module from my childhood, the infamous X1 - Isle of Dread. Checking its layout, I see that it is statted to be for characters of levels 3-7. I don't know if that's true in 5e 'currency', but I want to try it all the same.</p><p></p><p>I'm also considering running the Savage Tide series from Dungeon magazine.</p><p></p><p>My issue is two-fold:</p><p></p><p>1) I've homebrewed a concept that Humans Are The Bad Guys; the Human nation is made of technologically advanced crusaders spreading their Inspiration and quelling Arcane magic and "unbelievers". The High Elves are slowly educating the jungle-dwelling Drow and Wood Elves (who are at odds with one another), but now as an invasion looms, they are in need of allies. Enter the PCs.</p><p></p><p>2) Savage Tide assumes a lot, and while the adventure does end up on the Isle of Dread as well, I'm not sure that Sasserine "fits" my concept. I know I can change anything, but...</p><p></p><p>My biggest foible is that the intro adventure, the one that sets the tone for the rest of the game, is just... too hard to decide upon. I'm having trouble coming up with a concept that "fits" a first-level game (which I loathe, normally) that isn't a hundred variations of "bandits, kobolds and rats".</p><p></p><p>Finally, nothing is set in stone, but we're Skyping on Tuesday to discuss character concepts for a world I haven't even really solidified in my own mind.</p><p></p><p>Thoughts? Help?!</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6658176, member: 36150"] I'm getting back into the DM chair and rebooting characters from a campaign that kinda fell flat. I was running Kingmaker under 5e. At first, they told me the wanted a sandbox and to become rulers of a town - as time ran on, they wanted to do anything but explore hexes and gain the bounty from the villain in order to start their town. I'm not sure this is the best idea, but I'm looking to introduce them to a classic module from my childhood, the infamous X1 - Isle of Dread. Checking its layout, I see that it is statted to be for characters of levels 3-7. I don't know if that's true in 5e 'currency', but I want to try it all the same. I'm also considering running the Savage Tide series from Dungeon magazine. My issue is two-fold: 1) I've homebrewed a concept that Humans Are The Bad Guys; the Human nation is made of technologically advanced crusaders spreading their Inspiration and quelling Arcane magic and "unbelievers". The High Elves are slowly educating the jungle-dwelling Drow and Wood Elves (who are at odds with one another), but now as an invasion looms, they are in need of allies. Enter the PCs. 2) Savage Tide assumes a lot, and while the adventure does end up on the Isle of Dread as well, I'm not sure that Sasserine "fits" my concept. I know I can change anything, but... My biggest foible is that the intro adventure, the one that sets the tone for the rest of the game, is just... too hard to decide upon. I'm having trouble coming up with a concept that "fits" a first-level game (which I loathe, normally) that isn't a hundred variations of "bandits, kobolds and rats". Finally, nothing is set in stone, but we're Skyping on Tuesday to discuss character concepts for a world I haven't even really solidified in my own mind. Thoughts? Help?! [/QUOTE]
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Why is the first adventure always the hardest to get 'right'?
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