Zardnaar
Legend
Then change it. I have never seen an adventure so perfect that it can't be vastly improved by adapting it to suit the players - especially when it comes to plot hooks.
Good adventures don't need to be changed or very minimal change.
Then change it. I have never seen an adventure so perfect that it can't be vastly improved by adapting it to suit the players - especially when it comes to plot hooks.
And if you're running in a gamestore with new players?
Not something I would ever do. I used to be a supply teacher, I've had more than enough of that nonsense for several lifetimes.And if you're running in a gamestore with new players?
Bullocks.Good adventures don't need to be changed or very minimal change.
In my experience,most people will run to help the town. Especially new players.
Generally yes I had a group do that and still die. Failed running it 3 times and the players banned the adventure.
Third time I toned things down but they gave up on the road after chapter 2.
By gave up I mean it was something along the lines of "do we have to play this?".
Note this was early 5E they had been playing OSR stuff and Pathfinder adventures. You know good adventures.
Nope.Did you not read the rest of my post positing another way to start the adventure? Seriously, why attack when I'm literally providing the answer? WTF?
Bullocks.
I've been playing since 1981 and I have never seen an adventure that can be run "out the box".Really good ones can be run straight out if the box.
Nope.
But it seems to me to be stating the obvious. No good DM would run an adventure out of the box without adapting it to the players. Every group is different, you can never just pull something off the peg and expect it to fit, and you would have to be a pretty poor DM not to know that.