I started my group with Legacy of the Crystal Shard, and although it was during the playtest stage, I still think it's a great adventure for the official 5E and should be very easy to use. It's not perfect, and I did find a few things I would have liked different (more dungeons, a few plot gaps), but overall it's a great, sandbox adventure. It just required the DM to read through the whole thing a few times. Also, make a calendar of events that are supposed to happen. I can send you mine if you like. It helps.
But I'd still prefer LMoP to introduce a group to. It's also a great adventure.
You know what's funny is the playtest adventures were, on average, pretty darn good. I wish they'd come out with an official conversion from Next to 5e for those three adventures.
Why don't we see home brewed adventures posted to enworld?
As a noob who is about to DM for a group of noob players, I want to see quality 5E modules. I have talked to some of the players individually, and that seems to be the general consensus among them as well.
They all seem (so far) to be happy with the choices available to them, so I don't feel there's an immediate need for supplements to the PHB, just some quality adventure modules to run.
Initially, I had planned to run the starter box (with pre-gen characters), then have everyone roll up their characters and run through HotDQ and TRoT. After reading so much negative about HotDQ, I am really starting to think that this may not be the best way to go.
Perhaps the commercial versions of Murder in Baldur's Gate and Legacy of the Crystal Shard would suit us better, but I am not 100% sure these have been completely updated to play with 5E with no conversion needed on my part.
Thanks for the maps. I downloaded them for future use.I started my group with Legacy of the Crystal Shard, and although it was during the playtest stage, I still think it's a great adventure for the official 5E and should be very easy to use. It's not perfect, and I did find a few things I would have liked different (more dungeons, a few plot gaps), but overall it's a great, sandbox adventure. It just required the DM to read through the whole thing a few times. Also, make a calendar of events that are supposed to happen. I can send you mine if you like. It helps. (I went ahead and just posted the calendars below in case you run LoTCS.)
But I'd still prefer LMoP to introduce a group to. It's also a great adventure.
The debate, is where to go from there.
Thanks for the maps. I downloaded them for future use.
We have 100% decided to run the starter box first and foremost. We all agree since we are new, then it's probably the best way to break all of us in. I am thrilled to see so many positive reviews for this adventure.
The debate, is where to go from there. Initially, we had planned to do HotDQ, but after talking a bit about it today, one of the players really wants to do modules instead. Honestly, I am kind of glad that's they way the players are leaning. From all of the reports that it's (HotDQ) not the best adventure for new DMs, it's almost a sigh of relief to know I may not have to work though that book. LOL!
Ultimately, I will run whatever the group thinks will be best, but the easier to run the adventure is, the more excited I am about running it, at least until I feel I am experienced enough (as a DM) to tackle more ambitious adventures/modules.
EDIT: For clarity
If we could get a decent set of conversion rules for older adventures (1e-3e, or even BECM), I'd be happy as a clam. I have dozens of modules I'd love to run but didn't get the chance. Caverns of Thracia, I'm looking at you.
I disagree that we need adventures, although the next official one is due out in 3-4 months as well. WotC isn't making adventures - those are being farmed out. Also, a couple of third parties are already jumping in (Goodman Games, Frog God Games, etc.).
This would be my wish list for the next 5 books:
1. Character options book. I *love* the way that kits are integrated into the base classes in 5E. This is probably my favorite feature of the entire edition. There are many, many kits/prestige classes from prior editions that I'd like to see.
2. Monster Manual 2.
3. Book of Demon Lords/Devils, etc. fully stated up.
4. Book of (more) magic spells and treasure.
5. Monster Manual 3
As for adventures, there are so, so many out there that I think conversion is better way to go then having WotC create new ones. (Conversion gets much easier as more monster manuals are released.)
100%. We have 40 YEARS of modules to pick from, we don't necessarily need new and shiny, just the ease of conversion, which is really just monster stat blocks and NPCs and encounter tweaks.