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Rime of the Frostmaiden Post-Mortem (Spoilers)
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<blockquote data-quote="MNblockhead" data-source="post: 8521367" data-attributes="member: 6796661"><p>I don't run many WotC adventures, but I find I enjoy running them a lot more when I enhance them with content I find on DMs Guild. Of those I've run and played in, or have at least read through in enough detail to have a good idea on how they might play or need to be altered:</p><p></p><p>1. I loved Curse of Strahd. I really think you can run it well out of the box. I don't think you have to run it grimdark horror, PCs afraid all the time to enjoy it. They give some mechanics and advice for that sort of thing, but you can entirely ignore it and the game runs just fine. My only complaint was that Strahd himself didn't provide for an epic end battle. That's mostly on me. Still, I think it is the best of the main adventure books for 5e in terms of design, writing, DM manageability. A manageable sandbox that doesn't require the DM to spend a lot of time filling in. The only thing I added to Curse of Strahd is that I used "A Structured Milestone System for Curse of Strahd" by Milestones Made Easy on DMs Guild. Not at all necessary, not really an "improvement" to the adventures, but I that systems of level advancement worked really well for Curse of Strahd.</p><p></p><p>2. Tomb of Annihilation was also excellent. Easy to run hex crawl, fun locations, an interesting premise and challenge to solve. I don't think you have to do much extra work as a DM to fill things in. I could run this right from the book with my only prep being reading through it and prepping maps (its fun to use a VTT or printed maps for this adventure).</p><p></p><p>3. Storm Kings Thunder was disappointing to me. I knew when first reading it that I would not be interested in running it, but I keep it around to pull locations out of to use in home brew. </p><p></p><p>None of the other adventures caught my fancy, except for Rime of the Frost Maiden as I liked the concept, but I think I would need to spend quite a bit of time adding to or customizing it to run it how I like. I think it would be fun to throw it into my homebrew campaign world and tie it into other story arcs.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8521367, member: 6796661"] I don't run many WotC adventures, but I find I enjoy running them a lot more when I enhance them with content I find on DMs Guild. Of those I've run and played in, or have at least read through in enough detail to have a good idea on how they might play or need to be altered: 1. I loved Curse of Strahd. I really think you can run it well out of the box. I don't think you have to run it grimdark horror, PCs afraid all the time to enjoy it. They give some mechanics and advice for that sort of thing, but you can entirely ignore it and the game runs just fine. My only complaint was that Strahd himself didn't provide for an epic end battle. That's mostly on me. Still, I think it is the best of the main adventure books for 5e in terms of design, writing, DM manageability. A manageable sandbox that doesn't require the DM to spend a lot of time filling in. The only thing I added to Curse of Strahd is that I used "A Structured Milestone System for Curse of Strahd" by Milestones Made Easy on DMs Guild. Not at all necessary, not really an "improvement" to the adventures, but I that systems of level advancement worked really well for Curse of Strahd. 2. Tomb of Annihilation was also excellent. Easy to run hex crawl, fun locations, an interesting premise and challenge to solve. I don't think you have to do much extra work as a DM to fill things in. I could run this right from the book with my only prep being reading through it and prepping maps (its fun to use a VTT or printed maps for this adventure). 3. Storm Kings Thunder was disappointing to me. I knew when first reading it that I would not be interested in running it, but I keep it around to pull locations out of to use in home brew. None of the other adventures caught my fancy, except for Rime of the Frost Maiden as I liked the concept, but I think I would need to spend quite a bit of time adding to or customizing it to run it how I like. I think it would be fun to throw it into my homebrew campaign world and tie it into other story arcs. [/QUOTE]
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