What Adventure Should One D&D Launch With? (+)

I wouldn't mind something more urban, but wont hold my breath.
I would like to see something similar to the old book of lairs (think thats what they were called, from 1E & 2E) that takes a few pages for say a wilderness encounter, urban encounter, dungeon/underdark encounter, seafaring encounter, etc and gives suggestions on how to scale them and tie them together & make them your own. I dont like or want a 250+ page from level 1-12 linear adventure. This could be a good introductory/tutorial that guides new DMs and players alike on how to make the game their own for their table by using lots of sidebars full of suggestions of tips and tricks throughout the book. I'd just like to see the format of adventures switched up a bit.
 

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payn

Legend
I would like to see something similar to the old book of lairs (think thats what they were called, from 1E & 2E) that takes a few pages for say a wilderness encounter, urban encounter, dungeon/underdark encounter, seafaring encounter, etc and gives suggestions on how to scale them and tie them together & make them your own. I dont like or want a 250+ page from level 1-12 linear adventure. This could be a good introductory/tutorial that guides new DMs and players alike on how to make the game their own for their table by using lots of sidebars full of suggestions of tips and tricks throughout the book. I'd just like to see the format of adventures switched up a bit.
I rather the DMG do this. 3E had DMGII that did exactly what you suggest with Saltmarsh. Id love to see that again. For adventures, I do want 1-12 linear adventure paths.
 

I rather the DMG do this. 3E had DMGII that did exactly what you suggest with Saltmarsh. Id love to see that again. For adventures, I do want 1-12 linear adventure paths.
If the DMG does this well enough I'd be OK with that. I haven't run many WotC adventures. Do they actually work out to where they run linear or do things kind of go askew where the DM has to compensate or railroad the players to get back on track?
 


My group found Lost Mines to be such an average adventure. There was nothing memorable about it at all. I am surprised how often people refer to it.
My guess is because you had a DM that already incorporated a beginning, middle, and end, in a story, and knew how to push a pace. The thing Lost Mines taught everyone was how to pace, which was apparently forgotten by many. So when it was played, it was like: "Oh my god! Look at how much we finished!"
 

payn

Legend
If the DMG does this well enough I'd be OK with that. I haven't run many WotC adventures. Do they actually work out to where they run linear or do things kind of go askew where the DM has to compensate or railroad the players to get back on track?
I only played in one WotC 5E era adventures. Im not really sure. It wasnt great, nor was the GM. My time with Paizo is a different story. Their paths leave all kinds of paths for the players to choose. However, you usually have a theme that wont work if the players try and ditch it. Like, stop being Indy Jones like archeologists chasing down artifacts, or being ghostbusters, or pirates, etc... Usually the players guides bakes in good reasons for the players to stick with it so they can stretch their specialties and skills. The path is usually interesting enough to stick with it, but it takes both a good writer and GM to make it shine. YMMV.
 

My guess is because you had a DM that already incorporated a beginning, middle, and end, in a story, and knew how to push a pace. The thing Lost Mines taught everyone was how to pace, which was apparently forgotten by many. So when it was played, it was like: "Oh my god! Look at how much we finished!"
That could very well be. My group has really enjoyed some of the KP adventures.
 

Reynard

Legend
I hate to be that guy, but I'm gonna...

I ran Dragon Heist. And I watched it run by two new DMs. It worked out just fine on all three occasions. If it didn't work for you, I sympathize. But, for most, even with the smallest adjustments (which I have done with any AP), it worked fine.
Obviously people have different experiences, but my DH game went great too, but because I broke it down into its component parts and crafted and actually playable adventure from those. There is a lot of vreat stuff on that book, but the way it is put together by default is, in my opinion, terrible.
 

Clint_L

Hero
The new starter set is a pale shadow of Phandelver, and since Phandelver itself is being turned into an entire campaign book, I would like a similar sandbox type starter set. Set it in the Forgotten Realms but make it mostly setting neutral with suggestions for how to easily insert it into other popular settings (Wildemount, Greyhawk, etc.).

And on that last note, the 50th anniversary sourcebook has to be Greyhawk, doesn't it? Then include a specific campaign set in and around Blackmoor Keep, so that both of the founders are properly recognized. And here is an opportunity to include an updated version of an old-school dungeon crawl adventure.
 

Obviously people have different experiences, but my DH game went great too, but because I broke it down into its component parts and crafted and actually playable adventure from those. There is a lot of vreat stuff on that book, but the way it is put together by default is, in my opinion, terrible.
Yeah, I don't mean to take anyone's accounts into question or to discount them. But, when I watch several new DMs run this, and point out simple expositions or combat difficulties, and they adjust.... I have to question what the experienced DM did that had such problems. I mean, did they not run Keep on the Borderlands or Queen of the Demonweb Pits and have a problem?

Again, I am not trying to disparage. What I am trying to say is, I think maybe a unison internet voice came into fruition that allowed people to spot difficulties before actually trying the experience and modifying for it.
 

My time with Paizo is a different story. Their paths leave all kinds of paths for the players to choose.
I would certainly prefer an adventure path style from WotC than their phone book sized adventures. They're way more digestible for me. When we played Pathfinder ~2010 I ran the first 2 adventures of the Carrion Crown and it ran good and was fun.
 

payn

Legend
I would certainly prefer an adventure path style from WotC than their phone book sized adventures. They're way more digestible for me. When we played Pathfinder ~2010 I ran the first 2 adventures of the Carrion Crown and it ran good and was fun.
Indeed and many adventure path modules can be run independently with a little work. I do not want level 1-20, And I do like them in module chunks.
 

Reynard

Legend
I would certainly prefer an adventure path style from WotC than their phone book sized adventures. They're way more digestible for me. When we played Pathfinder ~2010 I ran the first 2 adventures of the Carrion Crown and it ran good and was fun.
I do like the serial breakdown, particularly if I have allof them collected. It is easier to work out the important pieces for each stage. That said, it doesn't work as well for open, non linear campaigns. "Sorry, you can't go west yet, it's not March."
 

payn

Legend
I do like the serial breakdown, particularly if I have allof them collected. It is easier to work out the important pieces for each stage. That said, it doesn't work as well for open, non linear campaigns. "Sorry, you can't go west yet, it's not March."
Kingmaker and Mummy’s Mask were good here. Serpent Skull had potential but was plagued with office issues.
 

Indeed and many adventure path modules can be run independently with a little work. I do not want level 1-20, And I do like them in module chunks.
Thats more of my style. Give me the option to run 1, 2q or all adventures in an adventure path
I do like the serial breakdown, particularly if I have allof them collected. It is easier to work out the important pieces for each stage. That said, it doesn't work as well for open, non linear campaigns. "Sorry, you can't go west yet, it's not March."
I remember in 1E-3E days that even reading through and prepping a 32-64 pg adventure was sometimes a daunting task. so anything WotC does to make prepping their adventures easier would be fine with me and I might even run one. As of now Ive stopped buying their adventures simply because I dont run them, though I have taken bits and pieces from them here and there.
 



Yaarel

Mind Mage
One D&D should open with the adventure: the Lost Mines of Phandelver.

I havent played it, am avoiding spoilers, but notice it has a good reputation. Many players and DMs rate it highly.



I want One D&D to have FOUR core books:
• Players Handbook: Human only, setting neutral, and ALL of the rules to play a complete D&D game.
• Forgotten Realms Guide:
− offers between 10 and 20 playable Nonhuman species according to their FR setting flavor.
− details the Neverwinter region, the main city and its hinterland, including the village of Phandelver.
− includes The Mines of Phandelver as a sample adventure, for characters of the Student tier (levels 1-4).
• Dungeon Masters Guide: cosmologies, worldbuilding, magic items, and robust playtested variant rules.
• Monster Manual: hostile statblocks, including traps.
 



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