hawkeyefan
Legend
Ha, oh, man, I'm reading through Descent into Avernus, and I'm only at the first "encounter" of the module, after the party gets dragooned by a guard captain, Zodge, into doing a task. The adventure literally says that Zodge has the authority to draft adventurers in times of need, and can have them executed if the refuse, but prefers to have the do his bidding. So, after the dragooning and the charging of a mission, you get this as the second paragraph of the next section about the mission:
I mean, wow. I have lots of work to do.
How the hell are the players supposed to be remoted interested in following the plot if they're forced on pain of death to comply with it to start?!?
That can be really tough. I’ve included 4 of the WotC published 5E adventures in my campaign, to varying degrees of success.
We started with Lost Mines of Phandelver. This is a solid adventure, with a pretty open approach. It was our intro to 5E, so it worked suitably. The fact that a lot of what happened there became fundamental to our campaign really worked out.
Then Princes of the Apocalypse was next. It’s a decent book and is pretty modular, so it’s easy to lift and repurpose things. We haven’t gotten all the way through; the end of that adventure is pretty huge in scope, so I’ve put that off until later on. Not sure we’ll go with it as presented, but until then, the elemental cults remain in play, with the elemental princes a looming threat.
Then we did Curse of Strahd. I incorporated a lot of backstory into this one, so it had some significant additions. Even with that extra material, the thrust of the adventure was still to confront Strahd, free the souls of Barovia, and escape back to the Prime Material.
Then I thought it’d be fun to do an old school dungeon crawl, so I ran Tomb of Annihilation. Acererak and Chult already figured prominently in our campaign so it was easy to add in the Death Curse and motivate the PCs to get involved. Where things went wrong was in the delving aspect. I just think that as editions have moved on, my players’ preferences have just moved away from that style of play. So it went poorly until I stopped worrying about the skilled play delving style approach and focused on other elements.
Some things are just easier to drop in than others. With Descent into Avernus I think you’ve wisely required the PCs to care about Baldur’s Gate. It’d probably help to run a couple of prelim adventures and establish some NPCs and connections through play and THEN go with the inciting event of the book. But yeah, as presented, it’s a pretty hamfisted attempt to force the PCs into action.