One of the things you need to know about Hoard and Rise is that they actually comprise a very large range of scenarios. Each chapter is generally its own little adventure. They all link together and advance the story, but they are by no means all the same thing. It's not "dungeon, dungeon, dungeon".
As a result, it really tests the ability of the DM and players.
Chapter 4 of Hoard, the road trip, was fascinating. The players took great delight in confusing and bewildering the cultists. As the cultists began to suspect them, they threw false leads in their way. The assassins in the inn? They convinced the cult leader that the assassins had been sent after him! I had great fun in introducing NPCs to the group (especially Janma), and gave the group a taste of the Forgotten Realms.
The second time I ran it, the group didn't run with it the same way, so it wasn't as engrossing. They did enjoy the interaction with Jamna, and we had some good encounters, but they didn't own it the same way as with the first group. However, when they got to Chapter 5 and had to do the investigation... they did that so much better than the first group!
That's a large part of why I rate the adventures so highly. Princes is a good adventure, but - for me at least - the two Tyranny adventures are special.
Cheers!
My group has been really struggling with Hoard except the dungeons.
None of us invested much in Charisma except our Sorcerer, who only likes to intimidate. In hind sight I definitely would have invested more in Charisma had I known how much this module depended on Charisma (and our DM who didn't read the whole thing before we made our characters).
There's a lot of emphasis in the module on persuasive, deception, trickery, sneaking, etc, so unless you're invested in that side of things, it's not a lot of fun. The whole caravan chapter might as well just have been our Rogue playing, minus the odd encounter thrown in for giggles.
Chapter 4 however - as admitted by the designers- is just a filler. None of us really know FR that well, none of us really care to know FR that well, so it's a potentially pointless chapter in reality. The 'strength' as you put it, is also the 'weakness', as it the story doesn't flow very well. There's no congruency.
Instead of trying to create some FR sight seeing trip, I think it module would be better received if that component was more adventurous. You can still have some of the same elements to it, but have it a sea travel to some long forgotten island instead. This is also a bit more realistic than caravans laden with gold going overland from point A to B and all the associated risks with that.
Princes on the other hand doesn't even try to weave a flowing story because of its sandbox nature, and succeeds in that regard. It won't take you to the same heights as Tyranny, but it also won't take you to the same dull, frustrating, and head scratching lows.
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