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General Tabletop Discussion
*Dungeons & Dragons
Rank the Official 5e Adventures (Updated)
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<blockquote data-quote="Urriak Uruk" data-source="post: 8371499" data-attributes="member: 7015558"><p><strong>Top Tier – only minor issues (if any)</strong></p><p>1. Curse of Strahd</p><p>2. Lost Mines of Phandelver</p><p>3. Ghosts of Saltmarsh</p><p><strong>Mid Tier- can be good with some work; or just “ho-hum” in delivery</strong></p><p>4. Dragon Heist</p><p>5. Candlekeep Mysteries</p><p>6. Rime of the Frost Maiden</p><p>7. Descent into Avernus</p><p>8. Out of the Abyss</p><p><strong>Lower Tier – needs some polish to come together as a campaign; or glaring issues that need to be addressed</strong></p><p>9. Tomb of Annihilation</p><p>10. Dungeon of the Mad Mage</p><p></p><p>I do not own others. I haven't put anything in the Failure tier, is I think all of the published material is useable with work.</p><p></p><p>Some I'll mention specifically, as they are different than the OP's; Ghosts of Salmarsh is just great. I don't think in needs much work to make it work, it just does. The adventures don't entirely flow into each other, but they are in the same setting so don't really need to. It's very good.</p><p></p><p>The worst adventures; Tomb of Annihilation is bad. Well, it's good, it's structure is just horrendous. The PCs are there to do one thing; find the source of the Death Curse, and end it. That goal is extremely linear, but the setting (Chult) is a sandbox hexcrawl. The PCs have no incentive for exploring all the locations, or even <em>most </em>of the locations. They have to willingly take a bunch of sidequests, which is illogical considering the high stakes of the main quest. There are also a lot of side-locations that are just totally out-of-the-way of the final Tomb. Even worse, the leveling and encounter balance is terrible; the PCs should level to 5 very fast if you use XP, and at that point all the encounters are extremely hard or extremely easy. Anyway, I tried running this, and it very quickly fell apart; it's a complete mess mechanically, structurally, and narratively.</p><p></p><p>Dungeon of the Mad Mage is even worse, solely because it's a giant megadungeon with no story. You have to have a very specific group of players who want to do dungeons, and nothing but dungeons, over a very long period of time. If these players exist, I haven't met any.</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8371499, member: 7015558"] [B]Top Tier – only minor issues (if any)[/B] 1. Curse of Strahd 2. Lost Mines of Phandelver 3. Ghosts of Saltmarsh [B]Mid Tier- can be good with some work; or just “ho-hum” in delivery[/B] 4. Dragon Heist 5. Candlekeep Mysteries 6. Rime of the Frost Maiden 7. Descent into Avernus 8. Out of the Abyss [B]Lower Tier – needs some polish to come together as a campaign; or glaring issues that need to be addressed[/B] 9. Tomb of Annihilation 10. Dungeon of the Mad Mage I do not own others. I haven't put anything in the Failure tier, is I think all of the published material is useable with work. Some I'll mention specifically, as they are different than the OP's; Ghosts of Salmarsh is just great. I don't think in needs much work to make it work, it just does. The adventures don't entirely flow into each other, but they are in the same setting so don't really need to. It's very good. The worst adventures; Tomb of Annihilation is bad. Well, it's good, it's structure is just horrendous. The PCs are there to do one thing; find the source of the Death Curse, and end it. That goal is extremely linear, but the setting (Chult) is a sandbox hexcrawl. The PCs have no incentive for exploring all the locations, or even [I]most [/I]of the locations. They have to willingly take a bunch of sidequests, which is illogical considering the high stakes of the main quest. There are also a lot of side-locations that are just totally out-of-the-way of the final Tomb. Even worse, the leveling and encounter balance is terrible; the PCs should level to 5 very fast if you use XP, and at that point all the encounters are extremely hard or extremely easy. Anyway, I tried running this, and it very quickly fell apart; it's a complete mess mechanically, structurally, and narratively. Dungeon of the Mad Mage is even worse, solely because it's a giant megadungeon with no story. You have to have a very specific group of players who want to do dungeons, and nothing but dungeons, over a very long period of time. If these players exist, I haven't met any. [/QUOTE]
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Rank the Official 5e Adventures (Updated)
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