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Running Dragons of Icespire Peak for a beginning group
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<blockquote data-quote="Prakriti" data-source="post: 7947641" data-attributes="member: 6855149"><p>1. I would give Phandelver an A grade and Icespire Peak a C+, maybe. Icespire is clearly inferior, but new players might not notice the difference. </p><p></p><p>2. The appeal of D&D is being able to do whatever you want. I wouldn't railroad new players. But I might start the game with the party standing in front of the notice board, just so they won't feel completely lost.</p><p></p><p>3. The Essentials Kit has Sidekick rules, if I remember correctly. I would add 1 or 2 Sidekicks, to bring the party up to 4 or 5 characters. I believe there are even some premade Sidekick cards in the Essentials Kit with a portrait of the character and some Bonds/Ideals/Flaws. You might let the players decide which NPC Sidekick(s) they want to recruit. </p><p></p><p>4. Icespire is pretty easy to prep, especially if you've already run Phandelver, because you already know the town and its surroundings. It's just a collection of short side-quests, and the players don't get all of them up-front. You can just read the side-quests that are available to begin with and ignore the rest of the book. This is quite different from Phandelver. When I ran Phandelver, I felt like I had to read the whole book before I ran it, because there were a lot of little mysteries that I wanted answers to (What happened to Gundren? Who's the Black Spider? etc.). You don't need to do that with Icespire Peak, because there's no mystery and no over-arching story. Like I said, it's just a collection of (mostly unrelated) side-quests.</p><p></p><p>5. Just the usual DMing stuff. Aim to create a fun and memorable experience. Let your players run wild. They will probably remember (and enjoy) the dumb crap they do more than anything you come up with as a DM.</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7947641, member: 6855149"] 1. I would give Phandelver an A grade and Icespire Peak a C+, maybe. Icespire is clearly inferior, but new players might not notice the difference. 2. The appeal of D&D is being able to do whatever you want. I wouldn't railroad new players. But I might start the game with the party standing in front of the notice board, just so they won't feel completely lost. 3. The Essentials Kit has Sidekick rules, if I remember correctly. I would add 1 or 2 Sidekicks, to bring the party up to 4 or 5 characters. I believe there are even some premade Sidekick cards in the Essentials Kit with a portrait of the character and some Bonds/Ideals/Flaws. You might let the players decide which NPC Sidekick(s) they want to recruit. 4. Icespire is pretty easy to prep, especially if you've already run Phandelver, because you already know the town and its surroundings. It's just a collection of short side-quests, and the players don't get all of them up-front. You can just read the side-quests that are available to begin with and ignore the rest of the book. This is quite different from Phandelver. When I ran Phandelver, I felt like I had to read the whole book before I ran it, because there were a lot of little mysteries that I wanted answers to (What happened to Gundren? Who's the Black Spider? etc.). You don't need to do that with Icespire Peak, because there's no mystery and no over-arching story. Like I said, it's just a collection of (mostly unrelated) side-quests. 5. Just the usual DMing stuff. Aim to create a fun and memorable experience. Let your players run wild. They will probably remember (and enjoy) the dumb crap they do more than anything you come up with as a DM. [/QUOTE]
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