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

R_J_K75

Legend
My time with Paizo is a different story. Their paths leave all kinds of paths for the players to choose.
I would certainly prefer an adventure path style from WotC than their phone book sized adventures. They're way more digestible for me. When we played Pathfinder ~2010 I ran the first 2 adventures of the Carrion Crown and it ran good and was fun.
 

log in or register to remove this ad

payn

He'll flip ya...Flip ya for real...
I would certainly prefer an adventure path style from WotC than their phone book sized adventures. They're way more digestible for me. When we played Pathfinder ~2010 I ran the first 2 adventures of the Carrion Crown and it ran good and was fun.
Indeed and many adventure path modules can be run independently with a little work. I do not want level 1-20, And I do like them in module chunks.
 

Reynard

Legend
I would certainly prefer an adventure path style from WotC than their phone book sized adventures. They're way more digestible for me. When we played Pathfinder ~2010 I ran the first 2 adventures of the Carrion Crown and it ran good and was fun.
I do like the serial breakdown, particularly if I have allof them collected. It is easier to work out the important pieces for each stage. That said, it doesn't work as well for open, non linear campaigns. "Sorry, you can't go west yet, it's not March."
 

payn

He'll flip ya...Flip ya for real...
I do like the serial breakdown, particularly if I have allof them collected. It is easier to work out the important pieces for each stage. That said, it doesn't work as well for open, non linear campaigns. "Sorry, you can't go west yet, it's not March."
Kingmaker and Mummy’s Mask were good here. Serpent Skull had potential but was plagued with office issues.
 

R_J_K75

Legend
Indeed and many adventure path modules can be run independently with a little work. I do not want level 1-20, And I do like them in module chunks.
Thats more of my style. Give me the option to run 1, 2q or all adventures in an adventure path
I do like the serial breakdown, particularly if I have allof them collected. It is easier to work out the important pieces for each stage. That said, it doesn't work as well for open, non linear campaigns. "Sorry, you can't go west yet, it's not March."
I remember in 1E-3E days that even reading through and prepping a 32-64 pg adventure was sometimes a daunting task. so anything WotC does to make prepping their adventures easier would be fine with me and I might even run one. As of now Ive stopped buying their adventures simply because I dont run them, though I have taken bits and pieces from them here and there.
 



Yaarel

He Mage
One D&D should open with the adventure: the Lost Mines of Phandelver.

I havent played it, am avoiding spoilers, but notice it has a good reputation. Many players and DMs rate it highly.



I want One D&D to have FOUR core books:
• Players Handbook: Human only, setting neutral, and ALL of the rules to play a complete D&D game.
• Forgotten Realms Guide:
− offers between 10 and 20 playable Nonhuman species according to their FR setting flavor.
− details the Neverwinter region, the main city and its hinterland, including the village of Phandelver.
− includes The Mines of Phandelver as a sample adventure, for characters of the Student tier (levels 1-4).
• Dungeon Masters Guide: cosmologies, worldbuilding, magic items, and robust playtested variant rules.
• Monster Manual: hostile statblocks, including traps.
 



Remove ads

Top