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Oh no! They want to play a "bad" adventure
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<blockquote data-quote="Retreater" data-source="post: 8025131" data-attributes="member: 42040"><p>I try to DM a pretty democractic table, with all of us getting a say in what we play. And because of real world issues including families and careers, I'm the defacto DM all the time. </p><p>I also research a lot and get pretty strong opinions of what I'd want to run for my various groups, ones that I think they'd enjoy and what would fit my skills as DM.</p><p>We just completed The Hidden Shrine of Tamoachan, and the group picked Dragon Heist to start with new characters. Honestly, it would be the absolute last of the adventures in consideration for me.</p><p>But the group is excited, even purchasing a copy of the adventure for me.</p><p>They're expecting a fun romp through a city. They are also notoriously not great at taking notes, interacting with NPCs, etc, and our play schedule hampers "thinking" adventures. (We play a couple hours every week, late at night after work, kids are in bed, and everyone just wants to blow off steam.)</p><p>So here are my questions....</p><p>Generally speaking, how do I raise my enthusiasm for an adventure I'm not especially excited to DM (after reading numerous reviews that it's one of the worst WotC adventures)? [Maybe you've run it, and it's not as awful as the reviews suggest? Even that encouragement would help.]</p><p>Anything that would help running a city-based mystery? (This is out of my wheel house these days. I haven't run an urban adventure in D&D in over 20 years.)</p><p>More specifically, is there a way to improve this adventure without changing too much? (I have it on Roll20, where we play exclusively, so adding a lot of encounters, DMs Guild supplements - which is recommended in the "Enhancing" thread here on ENWorld - will be difficult to do.)</p></blockquote><p></p>
[QUOTE="Retreater, post: 8025131, member: 42040"] I try to DM a pretty democractic table, with all of us getting a say in what we play. And because of real world issues including families and careers, I'm the defacto DM all the time. I also research a lot and get pretty strong opinions of what I'd want to run for my various groups, ones that I think they'd enjoy and what would fit my skills as DM. We just completed The Hidden Shrine of Tamoachan, and the group picked Dragon Heist to start with new characters. Honestly, it would be the absolute last of the adventures in consideration for me. But the group is excited, even purchasing a copy of the adventure for me. They're expecting a fun romp through a city. They are also notoriously not great at taking notes, interacting with NPCs, etc, and our play schedule hampers "thinking" adventures. (We play a couple hours every week, late at night after work, kids are in bed, and everyone just wants to blow off steam.) So here are my questions.... Generally speaking, how do I raise my enthusiasm for an adventure I'm not especially excited to DM (after reading numerous reviews that it's one of the worst WotC adventures)? [Maybe you've run it, and it's not as awful as the reviews suggest? Even that encouragement would help.] Anything that would help running a city-based mystery? (This is out of my wheel house these days. I haven't run an urban adventure in D&D in over 20 years.) More specifically, is there a way to improve this adventure without changing too much? (I have it on Roll20, where we play exclusively, so adding a lot of encounters, DMs Guild supplements - which is recommended in the "Enhancing" thread here on ENWorld - will be difficult to do.) [/QUOTE]
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