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<blockquote data-quote="jgsugden" data-source="post: 8408305" data-attributes="member: 2629"><p>Suggestion 1: Don't. Start over at level 1. Why? Players learn a lot in their first 8 to 12 sessions. Once they've figured out a few things, they can benefit a lot from trying a different set of characters out. When I start with a brand new group, I run a "getting to know you" series of adventures that span levels 1 to 5, then I run a campaign that is designed to run 20 levels. </p><p></p><p>Suggestion 2: Run adventures, not adventure paths. With players still finding their path, running an adventure that has a shorter storyline may be more rewarding. There are a number of positively reviewed adventures on the DMs guild. </p><p></p><p>Suggestion 3: Don't run a current 5E Campaign Path. I have yet to find one that I like more than I like a number of the older Adventure Paths. I would recommend running Shackled City, a 3E adventure path, that has a lot to offer. There are conversion kits on the DM's guild, although converting it yourself is not that hard. You can skip the first 2 chapters and have the PCs rescue an NPC adventurer in the third chapter that tells them of what took place in the first two chapters when his (deceased) party undertook those adventures. Age of Worms is also good, but Greyhawk (more so than Shackled City, which can be fit into FR easily).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8408305, member: 2629"] Suggestion 1: Don't. Start over at level 1. Why? Players learn a lot in their first 8 to 12 sessions. Once they've figured out a few things, they can benefit a lot from trying a different set of characters out. When I start with a brand new group, I run a "getting to know you" series of adventures that span levels 1 to 5, then I run a campaign that is designed to run 20 levels. Suggestion 2: Run adventures, not adventure paths. With players still finding their path, running an adventure that has a shorter storyline may be more rewarding. There are a number of positively reviewed adventures on the DMs guild. Suggestion 3: Don't run a current 5E Campaign Path. I have yet to find one that I like more than I like a number of the older Adventure Paths. I would recommend running Shackled City, a 3E adventure path, that has a lot to offer. There are conversion kits on the DM's guild, although converting it yourself is not that hard. You can skip the first 2 chapters and have the PCs rescue an NPC adventurer in the third chapter that tells them of what took place in the first two chapters when his (deceased) party undertook those adventures. Age of Worms is also good, but Greyhawk (more so than Shackled City, which can be fit into FR easily). [/QUOTE]
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