Honestly, it really depends on what adventure style you like.
The two Tyranny of Dragons adventures, taken as a whole, are in my Top 5 All Time Best D&D adventures. Huge variety of encounters, and the second part manages to have it feel like the rest of the region is paying attention to the threat without undermining the PC's actions.
Princes of the Apocalypse... isn't on that list. I find the sandbox style has significant problems with PCs wandering into areas way before they're ready for them, and it's very hard to see how the PCs could ever go through the areas in anything like an order that will allow them to survive. And, honestly, I'm not sure if the threat of the cults is ever properly expressed through their actions.
Our taste in adventures could not be more opposed!
They probably could be.Did you like the Starter Set adventure... because I thought that one was awesome!
The reasons I'm not that fond of Princes have a lot to do with the problems inherent in writing a sandbox environment for such a large range of levels. The group I've been running through Princes began by investigating the Monastery (with a detour to Feathergale Spire) and then with the Monastery cleared wandered down into the depths of the temple. At 5th level, into a portion of the adventure written for 8th or 9th level PCs. And that they have to retreat and explore somewhere else "to gain XP" makes for a very artificial way of telling the story.
Now, this doesn't mean there isn't a lot of excellent material in Princes. For there is. My problems with the adventure come much more from how it all links together and how the PCs progress through it, rather than the individual encounters.
Cheers!
As the title says is that adventure worth buying? It seems to have good reviews here but so did HotDQ and that has plummeted from 80% down to 53%. And I thought HotDQ was out right bad.
Honestly, it really depends on what adventure style you like.
The two Tyranny of Dragons adventures, taken as a whole, are in my Top 5 All Time Best D&D adventures. Huge variety of encounters, and the second part manages to have it feel like the rest of the region is paying attention to the threat without undermining the PC's actions.
Princes of the Apocalypse... isn't on that list. I find the sandbox style has significant problems with PCs wandering into areas way before they're ready for them, and it's very hard to see how the PCs could ever go through the areas in anything like an order that will allow them to survive. And, honestly, I'm not sure if the threat of the cults is ever properly expressed through their actions.
I have run Lost Mine 2.5 times (currently running it for the third time), and I really like how that adventure is structured.
It's interesting you say that, because I'm seeing the same issue you're pointing out with Princes in Lost Mine. There's no sense of urgency, no agenda that will get realized if the players do nothing, no time limit, no rising tension. The main villain of Lost Mine is another "sit there and wait" kind of villain, as are the lower rungs on the totem pole.
The group I'm running it with (spoilers)
[sblock]
let Sildar die, so he wasn't around to direct them at the Redbrands, and they presumed that the Rockseeker dwarf had met some unfortunate fate as well, so they went a little aimless in the middle of the adventure, not seeing Cragmaw Castle as their next destination clearly. I was casting about to see what would happen if they didn't uncover Cragmaw Castle and...well....nothing happens, really. If the players never arrive on the scene, maybe at some point the Nezznar gets some magic items? Maybe some more drow show up? Nothing's really in flux, and if the villains get everything they want....no big deal.[/sblock]