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New DM Hoard of the Dragon Queen
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<blockquote data-quote="MerricB" data-source="post: 7138589" data-attributes="member: 3586"><p>G'day, Jacob, and good luck!</p><p></p><p>Despite the people around here who don't like the adventure, I've now run it three times and had a lot of fun with it each time. I've got a few notes about running it on my website (<a href="https://merricb.com/adventure-reports-advice/" target="_blank">https://merricb.com/adventure-reports-advice/</a>), and - especially if you have the latest edition of the text with the errata - you should be fine. I see you've found the thread here with discussions on running it as well... that should give you a lot to think about!</p><p></p><p>It isn't really written for new DMs, but given I've seen new DMs run it really well, that's not an indicator of how it'll go. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The first time I ran it, my players were all pretty new to role-playing and to this edition of D&D. In the later campaigns, I was playing with more experienced players and they found the opening section a lot easier... though not too easy. I confess I killed three PCs in one encounter because they were entirely too foolhardy in their actions; staying to fight when they could have ran, and they had the opportunity to run!</p><p></p><p>Both Hoard and Rise have a structure that allow a wide range of adventure types; each chapter shows a different way of playing D&D. It's not just one huge dungeon area; there's role-playing, exploration and combat.</p><p></p><p>I do strongly advise using the Milestone system. The adventures are written with that in mind, and don't work as well when you use XP. (All three times I've used XP, but that's because I was running them as part of the D&D Adventurers League, and milestones weren't an option. Use Milestones!)</p><p></p><p>The adventure is actually pretty open to how you approach each section. The overall path is linear, but within each chapter, the players can attempt a lot of stuff. As a DM, you're likely going to want to enable their wild ideas, because it'll be a lot more fun for everyone.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 7138589, member: 3586"] G'day, Jacob, and good luck! Despite the people around here who don't like the adventure, I've now run it three times and had a lot of fun with it each time. I've got a few notes about running it on my website ([url]https://merricb.com/adventure-reports-advice/[/url]), and - especially if you have the latest edition of the text with the errata - you should be fine. I see you've found the thread here with discussions on running it as well... that should give you a lot to think about! It isn't really written for new DMs, but given I've seen new DMs run it really well, that's not an indicator of how it'll go. :) The first time I ran it, my players were all pretty new to role-playing and to this edition of D&D. In the later campaigns, I was playing with more experienced players and they found the opening section a lot easier... though not too easy. I confess I killed three PCs in one encounter because they were entirely too foolhardy in their actions; staying to fight when they could have ran, and they had the opportunity to run! Both Hoard and Rise have a structure that allow a wide range of adventure types; each chapter shows a different way of playing D&D. It's not just one huge dungeon area; there's role-playing, exploration and combat. I do strongly advise using the Milestone system. The adventures are written with that in mind, and don't work as well when you use XP. (All three times I've used XP, but that's because I was running them as part of the D&D Adventurers League, and milestones weren't an option. Use Milestones!) The adventure is actually pretty open to how you approach each section. The overall path is linear, but within each chapter, the players can attempt a lot of stuff. As a DM, you're likely going to want to enable their wild ideas, because it'll be a lot more fun for everyone. Cheers! [/QUOTE]
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