D&D (2024) What Adventure Should One D&D Launch With? (+)

R_J_K75

Legend
I wouldn't mind something more urban, but wont hold my breath.
I would like to see something similar to the old book of lairs (think thats what they were called, from 1E & 2E) that takes a few pages for say a wilderness encounter, urban encounter, dungeon/underdark encounter, seafaring encounter, etc and gives suggestions on how to scale them and tie them together & make them your own. I dont like or want a 250+ page from level 1-12 linear adventure. This could be a good introductory/tutorial that guides new DMs and players alike on how to make the game their own for their table by using lots of sidebars full of suggestions of tips and tricks throughout the book. I'd just like to see the format of adventures switched up a bit.
 

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payn

He'll flip ya...Flip ya for real...
I would like to see something similar to the old book of lairs (think thats what they were called, from 1E & 2E) that takes a few pages for say a wilderness encounter, urban encounter, dungeon/underdark encounter, seafaring encounter, etc and gives suggestions on how to scale them and tie them together & make them your own. I dont like or want a 250+ page from level 1-12 linear adventure. This could be a good introductory/tutorial that guides new DMs and players alike on how to make the game their own for their table by using lots of sidebars full of suggestions of tips and tricks throughout the book. I'd just like to see the format of adventures switched up a bit.
I rather the DMG do this. 3E had DMGII that did exactly what you suggest with Saltmarsh. Id love to see that again. For adventures, I do want 1-12 linear adventure paths.
 

R_J_K75

Legend
I rather the DMG do this. 3E had DMGII that did exactly what you suggest with Saltmarsh. Id love to see that again. For adventures, I do want 1-12 linear adventure paths.
If the DMG does this well enough I'd be OK with that. I haven't run many WotC adventures. Do they actually work out to where they run linear or do things kind of go askew where the DM has to compensate or railroad the players to get back on track?
 


My group found Lost Mines to be such an average adventure. There was nothing memorable about it at all. I am surprised how often people refer to it.
My guess is because you had a DM that already incorporated a beginning, middle, and end, in a story, and knew how to push a pace. The thing Lost Mines taught everyone was how to pace, which was apparently forgotten by many. So when it was played, it was like: "Oh my god! Look at how much we finished!"
 

payn

He'll flip ya...Flip ya for real...
If the DMG does this well enough I'd be OK with that. I haven't run many WotC adventures. Do they actually work out to where they run linear or do things kind of go askew where the DM has to compensate or railroad the players to get back on track?
I only played in one WotC 5E era adventures. Im not really sure. It wasnt great, nor was the GM. My time with Paizo is a different story. Their paths leave all kinds of paths for the players to choose. However, you usually have a theme that wont work if the players try and ditch it. Like, stop being Indy Jones like archeologists chasing down artifacts, or being ghostbusters, or pirates, etc... Usually the players guides bakes in good reasons for the players to stick with it so they can stretch their specialties and skills. The path is usually interesting enough to stick with it, but it takes both a good writer and GM to make it shine. YMMV.
 

My guess is because you had a DM that already incorporated a beginning, middle, and end, in a story, and knew how to push a pace. The thing Lost Mines taught everyone was how to pace, which was apparently forgotten by many. So when it was played, it was like: "Oh my god! Look at how much we finished!"
That could very well be. My group has really enjoyed some of the KP adventures.
 

Reynard

Legend
I hate to be that guy, but I'm gonna...

I ran Dragon Heist. And I watched it run by two new DMs. It worked out just fine on all three occasions. If it didn't work for you, I sympathize. But, for most, even with the smallest adjustments (which I have done with any AP), it worked fine.
Obviously people have different experiences, but my DH game went great too, but because I broke it down into its component parts and crafted and actually playable adventure from those. There is a lot of vreat stuff on that book, but the way it is put together by default is, in my opinion, terrible.
 

Clint_L

Hero
The new starter set is a pale shadow of Phandelver, and since Phandelver itself is being turned into an entire campaign book, I would like a similar sandbox type starter set. Set it in the Forgotten Realms but make it mostly setting neutral with suggestions for how to easily insert it into other popular settings (Wildemount, Greyhawk, etc.).

And on that last note, the 50th anniversary sourcebook has to be Greyhawk, doesn't it? Then include a specific campaign set in and around Blackmoor Keep, so that both of the founders are properly recognized. And here is an opportunity to include an updated version of an old-school dungeon crawl adventure.
 

Obviously people have different experiences, but my DH game went great too, but because I broke it down into its component parts and crafted and actually playable adventure from those. There is a lot of vreat stuff on that book, but the way it is put together by default is, in my opinion, terrible.
Yeah, I don't mean to take anyone's accounts into question or to discount them. But, when I watch several new DMs run this, and point out simple expositions or combat difficulties, and they adjust.... I have to question what the experienced DM did that had such problems. I mean, did they not run Keep on the Borderlands or Queen of the Demonweb Pits and have a problem?

Again, I am not trying to disparage. What I am trying to say is, I think maybe a unison internet voice came into fruition that allowed people to spot difficulties before actually trying the experience and modifying for it.
 

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