fluffybunbunkittens
Hero
Do we still start off with 4 x goblins attack-from-hidden surprise round? Because uhhhhhh the true horror is always the alpha strike?
Yeah, when I ran it, I changed it so the goblins had dropped a tree across the road and were manning their ‘toll booth’. No surprise round there.Do we still start off with 4 x goblins attack-from-hidden surprise round? Because uhhhhhh the true horror is always the alpha strike?
I used that encounter for a one-session introduction adventure i ran for friends' kids, and I had the goblins and PCs encounter each other while the goblins were chasing a small cute furry animal.Yeah, when I ran it, I changed it so the goblins had dropped a tree across the road and were manning their ‘toll booth’. No surprise round there.
Does that ever play out like that? Because obvious ambush is obvious, even to people who have never played D&D before.Do we still start off with 4 x goblins attack-from-hidden surprise round? Because uhhhhhh the true horror is always the alpha strike?
I one-shotted a 1st-level PC with the dire rat ambush at the start of The Sunless Citadel.Does that ever play out like that? Because obvious ambush is obvious, even to people who have never played D&D before.
Obviously it was intended, I just found it was a bad decision as introduction to a fantasy game to make the setting as least fantastical as possible. I repeat myself, but you can build a strong contrast without being bland.The basic nature of the starting town was always a feature, not a bug, bit here it provides a stark contrast with the Far Realms shenanigans.
I completely disagree. Starting players have enough to learn without having to try and explain a weird and whacky world to them as well. Make as much as possible as familiar as possible, and introduce the weird stuff gradually.Obviously it was intended, I just found it was a bad decision as introduction to a fantasy game to make the setting as least fantastical as possible. I repeat myself, but you can build a strong contrast without being bland.
Its not about novelty, its about excitement. My players were definitely not excited when they realized Phandalin has nothing to offer. Mostly human NPC and human bandits. And nothing special about the town. Its the least fantastical you can go without actually playing in a medieval setting. It doesnt need to be novel, put the oldest fantasy clichés and tropes in there for all I care, but let the players feel the genre theyve commited too.The tyranny of novelty.
ToA had dinosaur racing in the streets - just add that into which ever campaign you’re running.
For some less jaded players Phandelver won’t be the 47th starting town they’ve seen and therefore there isn’t the same need to make it some wacky, far out, magic roundabout style, theme park of a starter town.
Special features are great, but I prefer tasteful and integrated.
All players know fantasy tropes, use them. Even early lotr has hobbits in funny houses, a mysterious artifact, a mighty wizard, nazgul etc. Phandelver is boring and my newbie group agreed. The starting problems come with mechanics not settingI completely disagree. Starting players have enough to learn without having to try and explain a weird and whacky world to them as well. Make as much as possible as familiar as possible, and introduce the weird stuff gradually.
With experienced players, sure, you can introduce a weird setting at the start, because they already know rules and stuff.
Although classic fantasy stories tend to take protagonists from the mundane (Shire) to the fantastical (Mordor)
No. They don't. And which tropes they are familiar with will depend on their background. You may think "hobbits live in funny houses" but to the author, the world he was describing (pre-war rural England) was more familiar than the one he was living in.All players know fantasy tropes,