Charles Rampant
Adventurer
Hey all,
So in the thread about 'the problem with 5e adventures', [MENTION=7006]DEFCON 1[/MENTION] wrote the following interesting remarks:
I'd like to talk about this some more! The post was in response to the thought that there was no longer the 'string lots of random modules together to form a campaign' option for DMs, unlike AD&D. I think that there is a lot of merit to this idea. It has been long noted that the 5e adventures are kind of modular. (I can strip out Vallaki, say, and insert it into my campaign world with relatively little effort; you'd just want to change references to Strahd and Ireena to more appropriate figures, and then you'd have a 'nice' little town with crazy politics for the players to interact with.) Some other things are even easier to do. For example, PotA dungeons are extremely steal-able, with only a tiny handful of NPCs and corridors needing to be changed.
Let's suggest something, in fact something that I'm contemplating for my next campaign. I've done my research, and collated just about everything written about Waterdeep into a single wiki for my own use. I could take OotA (Underdark chat), PotA (elemental dungeons), STK (giants!) and even some small parts of ToD (dragon and dungeon lairs). The party does some Waterdeep stuff, you know, and then they get asked to investigate some strange events out in the Dessarin Valley, which isn't so far off. They go out, and find some weird wickerman stuff going down, a fire cult in the hills. They deal with that, including a dungeon complex underneath. At the bottom, they find a journal, which mentions the 'hated Water cult, hiding in the Dock Ward of Waterdeep', with a picture of the guy who gave them the quest in the first place. Great! Then, on their way home, they pass Goldenfields - just in time to meet some Giants...
Perhaps I'm not saying anything very novel here. So let's have a question: have you done this? Do you think that the 5e adventure modules, plus SCAG, make for a compelling basis of a mega-campaign?
So in the thread about 'the problem with 5e adventures', [MENTION=7006]DEFCON 1[/MENTION] wrote the following interesting remarks:
I'm wondering now that at this point whether you could run four of the campaign concurrently? Can you intersplice Lost Mines, Tyranny of Dragons, Princes of the Apocalypse, and Storm King's Thunder so that you can do certain chapters of one before following a thread to an early chapter in another? They all take place in and around the Sword Coast (and even for the parts further away like Greenest in Tyranny you could substitute a closer town, say in the Silver Marches or something.) If you don't run them as "Plot train is running, jump on and never jump off or everyone dies!"... and instead let PCs hit several of the introductory chapters as they go based upon where their interests take them... you pretty much can run several different stories back and forth. Which is great if you choose not to award Milestone XP, but rather actual earned XP-- you can hit the opening chapters of two or more of those books and gain the actual monster XP necessary to level up, rather than just get it awarded to you.
Yeah, there's still DM work involved-- mainly timing of events, relocation of events so plot hooks can get grabbed and followed-- but at least you no longer have a single plot, you have several. And you can take out those chapters from the books you don't like and instead advance each AP's story by adding in hooks off of the chapters you use from the other books.
Read more: http://www.enworld.org/forum/showth...n-of-published-adventures/page5#ixzz4L4Xp64zU
I'd like to talk about this some more! The post was in response to the thought that there was no longer the 'string lots of random modules together to form a campaign' option for DMs, unlike AD&D. I think that there is a lot of merit to this idea. It has been long noted that the 5e adventures are kind of modular. (I can strip out Vallaki, say, and insert it into my campaign world with relatively little effort; you'd just want to change references to Strahd and Ireena to more appropriate figures, and then you'd have a 'nice' little town with crazy politics for the players to interact with.) Some other things are even easier to do. For example, PotA dungeons are extremely steal-able, with only a tiny handful of NPCs and corridors needing to be changed.
Let's suggest something, in fact something that I'm contemplating for my next campaign. I've done my research, and collated just about everything written about Waterdeep into a single wiki for my own use. I could take OotA (Underdark chat), PotA (elemental dungeons), STK (giants!) and even some small parts of ToD (dragon and dungeon lairs). The party does some Waterdeep stuff, you know, and then they get asked to investigate some strange events out in the Dessarin Valley, which isn't so far off. They go out, and find some weird wickerman stuff going down, a fire cult in the hills. They deal with that, including a dungeon complex underneath. At the bottom, they find a journal, which mentions the 'hated Water cult, hiding in the Dock Ward of Waterdeep', with a picture of the guy who gave them the quest in the first place. Great! Then, on their way home, they pass Goldenfields - just in time to meet some Giants...
Perhaps I'm not saying anything very novel here. So let's have a question: have you done this? Do you think that the 5e adventure modules, plus SCAG, make for a compelling basis of a mega-campaign?