Hey everybody.
My group has been having a good time in Tomb of Annihilation. However now that they're in the namesake Tomb, play expectations have changed.
A little about my group. I've been DMing for close to 30 years. I like tactical games, and my own player death doesn't really bother me. My players, however, are mostly new gamers in their first campaign. We started ToA when it was the "new adventure."
I think the players underestimated my warning of a "death trap dungeon." I've tried to give hints throughout, but an encounter on Level 3 resulted in a "gotcha" trap that incapacitated most of the party and was quickly devolving into a TPK. No one was happy.
So I talked it over with the group and I gave them a reset button - something I said I wouldn't make a habit of. I wanted to give them the chance to discuss expectations if play and the way the Tomb was being handled.
The group wants to stick with the current adventure since we've been at it a while. But they want more fair challenges in the dungeon. (For example, I'll need to give saves for the "no save, just die" traps.)
Does anyone have suggestions? (Other than "just kill their characters so they can learn 'proper D&D'" or "just find a new adventure.")
My group has been having a good time in Tomb of Annihilation. However now that they're in the namesake Tomb, play expectations have changed.
A little about my group. I've been DMing for close to 30 years. I like tactical games, and my own player death doesn't really bother me. My players, however, are mostly new gamers in their first campaign. We started ToA when it was the "new adventure."
I think the players underestimated my warning of a "death trap dungeon." I've tried to give hints throughout, but an encounter on Level 3 resulted in a "gotcha" trap that incapacitated most of the party and was quickly devolving into a TPK. No one was happy.
So I talked it over with the group and I gave them a reset button - something I said I wouldn't make a habit of. I wanted to give them the chance to discuss expectations if play and the way the Tomb was being handled.
The group wants to stick with the current adventure since we've been at it a while. But they want more fair challenges in the dungeon. (For example, I'll need to give saves for the "no save, just die" traps.)
Does anyone have suggestions? (Other than "just kill their characters so they can learn 'proper D&D'" or "just find a new adventure.")