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General Tabletop Discussion
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What play after Dragon Heist (no DotMM)
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<blockquote data-quote="toucanbuzz" data-source="post: 7848846" data-attributes="member: 19270"><p>The edit of what you've played makes it easier than to find something buried in other posts. My experience over the years is that players don't like to play the same thing they just ran (e.g. mostly dungeon crawls or another jungle adventure). It always helps to have an idea of what people are wanting. Generically, if we're looking only at D&D 5E material, I'd promote:</p><p></p><p><em>Ghosts of Saltmarsh. </em>Could be turned into a low to mid-level campaign for those who like nautical.</p><p></p><p><em>Out of the Abyss, </em>ran this. Starts strong (imprisoned in Underdark), has a ton of moving parts (not for novice DMs), and after awhile can get tedious (foraging every day). If your DM is willing to put a lot of work adding encounters and providing a stronger link to the 2nd half (where the XP from adventuring is a fraction of what's needed to get to the end game), it could be good. Like others could use some adventures plugged in.</p><p></p><p><em>Storm King's Thunder.</em> It's on my to-do list to run, looks fun, needs a lot of work. DM notes: it's more of a campaign setting, leaving it to the DM to fill in motivations and some adventures.</p><p></p><p><em>Tales of the Yawning Portal. </em> This has some amazing converted classics that can be intertwined into the above campaigns or even weaved into something homebrew. I've run most of those adventures in prior settings and they tend to capture the imagination, very memorable, the type players talk about years later.</p><p></p><p></p><p></p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7848846, member: 19270"] The edit of what you've played makes it easier than to find something buried in other posts. My experience over the years is that players don't like to play the same thing they just ran (e.g. mostly dungeon crawls or another jungle adventure). It always helps to have an idea of what people are wanting. Generically, if we're looking only at D&D 5E material, I'd promote: [I]Ghosts of Saltmarsh. [/I]Could be turned into a low to mid-level campaign for those who like nautical. [I]Out of the Abyss, [/I]ran this. Starts strong (imprisoned in Underdark), has a ton of moving parts (not for novice DMs), and after awhile can get tedious (foraging every day). If your DM is willing to put a lot of work adding encounters and providing a stronger link to the 2nd half (where the XP from adventuring is a fraction of what's needed to get to the end game), it could be good. Like others could use some adventures plugged in. [I]Storm King's Thunder.[/I] It's on my to-do list to run, looks fun, needs a lot of work. DM notes: it's more of a campaign setting, leaving it to the DM to fill in motivations and some adventures. [I]Tales of the Yawning Portal. [/I] This has some amazing converted classics that can be intertwined into the above campaigns or even weaved into something homebrew. I've run most of those adventures in prior settings and they tend to capture the imagination, very memorable, the type players talk about years later. [I] [/I] [/QUOTE]
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