Mercurius
Legend
I'm re-starting a group that has lain fallow for five years, including one new player who has never played before. I'm dabbling with the idea of running a campaign that is loosely organized around some of the Tales of the Yawning Portal adventures, within a larger sandbox context, with the idea that they can go any direction they want, at least after the first adventure. Right now I'm thinking of starting with "The Sunless Citadel" and then going from there, but I wanted to see what ENW had to say about it.
Basically I want the starting adventure to serve two goals: 1) Offer a relatively straight-forward play experience to get everyone (including myself) back in the groove with the 5E rules; 2) Run an adventure with a relatively varied play experience, that offers a good range of what D&D has to offer. I want to balance the two, so while a varied play experience is ideal, some degree of simplicity is key: I don't want them to get into complex urban play or political machinations, at least not yet.
Oh yeah, it will be in my homebrew world, which is has strong elements of post-apocalyptic, points-of-light, with flavors of Hyboria, Earthdawn, and a variety of influences.
So what would you recommend? Please explain why.
As a side note, I did run a couple sessions of "Dragon of Icespire Keep" from the Essentials box set about a year ago with my kids and it was OK, but I found it to be a bit too basic--good for introducing kids to the game, but not for more experienced adults who just need to shake the rust off and re-learn the rules (we really only played Next/5E a handful of times, after about five years of 4E).
Thanks!
Basically I want the starting adventure to serve two goals: 1) Offer a relatively straight-forward play experience to get everyone (including myself) back in the groove with the 5E rules; 2) Run an adventure with a relatively varied play experience, that offers a good range of what D&D has to offer. I want to balance the two, so while a varied play experience is ideal, some degree of simplicity is key: I don't want them to get into complex urban play or political machinations, at least not yet.
Oh yeah, it will be in my homebrew world, which is has strong elements of post-apocalyptic, points-of-light, with flavors of Hyboria, Earthdawn, and a variety of influences.
So what would you recommend? Please explain why.
As a side note, I did run a couple sessions of "Dragon of Icespire Keep" from the Essentials box set about a year ago with my kids and it was OK, but I found it to be a bit too basic--good for introducing kids to the game, but not for more experienced adults who just need to shake the rust off and re-learn the rules (we really only played Next/5E a handful of times, after about five years of 4E).
Thanks!