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Recommend a 5e AP
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<blockquote data-quote="hastur_nz" data-source="post: 7196677" data-attributes="member: 40592"><p>For a bunch of kids, I'd rule out Curse of Strahd, I think a lot of the fun for us was definitely not PG-rated. The difficulty level is kinda all over the place too, it really depends on the skill and maturity levels of the players.</p><p></p><p>I'm currently running Storm King's Thunder, and you could certainly re-work Chapter 1 to start at 3rd level, but IMO the adventure as written has serious flaws so as DM you'd have to be prepared to do a lot of work to make it less of a random sandbox through various sections, and/or also be prepared to buy something you only use about 50% of. It's designed to be mostly hard fights with lots of rest in between, which isn't to everyone's taste.</p><p></p><p>I was a player in Out of the Abyss, we only did the first half, and I don't think any of us would rate it as especially enjoyable for a lot of it, and for kids or adults I think the 'endless insane enemies you have to fight or run away from' gets pretty tiresome, especially when the whole thing takes place away from anyone's 'home base'. People who love it are, as far as I can tell, all DM's, not actual players it was inflicted upon.</p><p></p><p>I haven't personally run or played in any earlier 5e products; my quick read-throughs showed that the actual 'plot' was often hard to find, except for a mostly linear series of set-piece encounters, or if a piece was more sandbox the guidance for the DM was very thin.</p><p></p><p>Unfortunately, the perfect 5e adventure has yet to be written, and a little birdie tells me Tomb of Annihilation won't be that either. Whatever you do choose from the 5e adventure books, you should get loads of cool ideas, and obviously no conversion to 5e will be required. However, you'll most likely need to do a fair amount of work filling in plot holes, avoiding gotchas, and so on, in order to make it logical and enjoyable.</p><p></p><p>So the most important thing is to choose a Campaign Theme that you are going to find interesting to run for a long time, and that your players will find engaging. Then you won't mind the work required to really bring it to life.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7196677, member: 40592"] For a bunch of kids, I'd rule out Curse of Strahd, I think a lot of the fun for us was definitely not PG-rated. The difficulty level is kinda all over the place too, it really depends on the skill and maturity levels of the players. I'm currently running Storm King's Thunder, and you could certainly re-work Chapter 1 to start at 3rd level, but IMO the adventure as written has serious flaws so as DM you'd have to be prepared to do a lot of work to make it less of a random sandbox through various sections, and/or also be prepared to buy something you only use about 50% of. It's designed to be mostly hard fights with lots of rest in between, which isn't to everyone's taste. I was a player in Out of the Abyss, we only did the first half, and I don't think any of us would rate it as especially enjoyable for a lot of it, and for kids or adults I think the 'endless insane enemies you have to fight or run away from' gets pretty tiresome, especially when the whole thing takes place away from anyone's 'home base'. People who love it are, as far as I can tell, all DM's, not actual players it was inflicted upon. I haven't personally run or played in any earlier 5e products; my quick read-throughs showed that the actual 'plot' was often hard to find, except for a mostly linear series of set-piece encounters, or if a piece was more sandbox the guidance for the DM was very thin. Unfortunately, the perfect 5e adventure has yet to be written, and a little birdie tells me Tomb of Annihilation won't be that either. Whatever you do choose from the 5e adventure books, you should get loads of cool ideas, and obviously no conversion to 5e will be required. However, you'll most likely need to do a fair amount of work filling in plot holes, avoiding gotchas, and so on, in order to make it logical and enjoyable. So the most important thing is to choose a Campaign Theme that you are going to find interesting to run for a long time, and that your players will find engaging. Then you won't mind the work required to really bring it to life. [/QUOTE]
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