Sorry to hear you've been having some issues with it!One of the players is marginally concerned with plot, so I presented him with the "round up magic items for coin" hook, and that seemed sufficient. The others just wanted to go in and kill stuff, loot, and level up.
I'm more used to running dungeons that have interesting challenges in most areas. Whether they are combats to win, NPCs to negotiate with, secrets to explore, traps to avoid, or even an interesting feature to discover. Mad Mage seems about 50% empty, with many rooms "the only thing of interest in this 60 ft. area is a frayed coil of rope."
I normally would, but the VTT displaying the whole map sort of puts the game on a tactical, "move your token 5 ft at a time" level. Maybe I could do something similar where I just sort of copy the tokens on the "more interesting parts" and give them the highlights?Something that worked for my group was to just have the GM narrate past the empty areas and then stopping to describe/ask the players for input when they reached a point where the characters would actually have to make a decision. "You pass through the great hall and down the corridor, until you reach an intersection. To your left you can hear the faint sound of music, to your right, a hint of food on the fire. What do you do?"
Obviously, this doesn't work for every group and dungeon, but it might help if everyone's getting bored with the empty spaces.
I picked Mad Mage because I wanted something "official" that was available on Roll20 with minimal design I would have to do.
I have been running games exclusively on VTT for years now, and I never put down tokens until it's time to use them, i.e. during combat. During exploration, I use a single "party" token to represent the party's general location. This speeds up play and keeps people focused on the narrative aspects of the game rather than on the micromanagement involved in moving a token around the board.I normally would, but the VTT displaying the whole map sort of puts the game on a tactical, "move your token 5 ft at a time" level. Maybe I could do something similar where I just sort of copy the tokens on the "more interesting parts" and give them the highlights?
Yeah. We played those many years ago. This group is my original college buddies who went through 3.x with me.I recommend you got with Sunless Citadel, Forge of Fury, or White Plume Mountain then. All are great beer and pretzel dungeon crawls fit for unwinding.
Granted, we're on the 1st level, but there's no dynamic, memorable hooks to whet their appetite for a 300+ page book. We're probably 5+ hours into the game, and very little has happened. And we're running briskly on VTT. They've uncovered a solid half of the 1st level map. Empty room after empty room.
And I know I can do roleplaying. I know I can add story. I know I can add descriptions and make it interesting in my own way. But it's like buying a meal at a restaurant. Sure you can add a little salt and pepper, but ultimately it's the cook who's responsible for most of the flavor.
A well-stocked, interesting dungeon half the size of Mad Mage would've been preferable.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.