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Chapter Three of Lost Mines of Phandelver is Frustrating
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<blockquote data-quote="Herosmith14" data-source="post: 7149780" data-attributes="member: 6886148"><p>So, I'm currently DMing a group of new players to DnD, and I'm running LMoP. They're currently rebooting after nearly TPKing in the Redbrand hideout. I'm confident they'll clear out the hideout in our next session, so I've been looking at Chapter 3: The Spider's Web so I can prep. I knew this before, when I did this adventure as a player, but all the sidequests (and even the Redbrands, to an extent) break the urgency and over all narrative flow of the adventure, and it annoys me to no end that you have to do all of them if you want to be properly leveled for the next two dungeons.</p><p></p><p>Yes, I am aware that one of the primary motives for side questing in LMoP is to find the location of Cragmaw Castle and Wave Echo Cave, but if you do what my group did (kidnap a goblin from Chapter 1 and interrogate him, given that the adventure book even says that they can give you rough directions to Cragmaw Castle) that problem is already solved, so if your heroes aren't necessarily that heroic <em>*cough cough, my group, cough cough*</em> you really don't have any motives for sidequesting except for the payout, and some of the side quests don't even have a payout listed in their description!</p><p></p><p>I go to DnD for the roughly unpredictable story, and the fact that the pretty much required side quests break it up irritates me. I understand that I could just adjust the number of enemies in Cragmaw and WEC, and I might do that anyway, but I feel like that would stump the progressive challenge of the adventure. If any of you have any ideas on how to seamlessly tie the sidequests into the story with proper explanation about why your doing this before you set out to rescue Gundren from his goblinoid captors, they would be greatly appreciated. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Herosmith14, post: 7149780, member: 6886148"] So, I'm currently DMing a group of new players to DnD, and I'm running LMoP. They're currently rebooting after nearly TPKing in the Redbrand hideout. I'm confident they'll clear out the hideout in our next session, so I've been looking at Chapter 3: The Spider's Web so I can prep. I knew this before, when I did this adventure as a player, but all the sidequests (and even the Redbrands, to an extent) break the urgency and over all narrative flow of the adventure, and it annoys me to no end that you have to do all of them if you want to be properly leveled for the next two dungeons. Yes, I am aware that one of the primary motives for side questing in LMoP is to find the location of Cragmaw Castle and Wave Echo Cave, but if you do what my group did (kidnap a goblin from Chapter 1 and interrogate him, given that the adventure book even says that they can give you rough directions to Cragmaw Castle) that problem is already solved, so if your heroes aren't necessarily that heroic [I]*cough cough, my group, cough cough*[/I] you really don't have any motives for sidequesting except for the payout, and some of the side quests don't even have a payout listed in their description! I go to DnD for the roughly unpredictable story, and the fact that the pretty much required side quests break it up irritates me. I understand that I could just adjust the number of enemies in Cragmaw and WEC, and I might do that anyway, but I feel like that would stump the progressive challenge of the adventure. If any of you have any ideas on how to seamlessly tie the sidequests into the story with proper explanation about why your doing this before you set out to rescue Gundren from his goblinoid captors, they would be greatly appreciated. :) [/QUOTE]
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