What are your favourite published adventures that you played? It can be ones that you're currently playing, so long as you've played it enough to be confident that it really is good. I'd be interested to know why you think it was good and what other ones you've played (to give an idea of how many your favourites have beaten out).
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Wild Beyond the Witchlight is the only one I've extensively played, so that's my favorite. Cus it's good! :)
However I like GoS because YAY BOATS, and I like LLK because hehe modern tech. CM has my favorite legendary item, and I just want to play IDRotF because the campaign I was in for it lasted 3 sessions and then the DM bailed. I also wish to play in WDMM just because I like dungeons, especially the ones in the style of WDMM. And it's the only official high level content from WotC.
Went with Tomb of Annihilation. It was either that or Curse of Strahd, and while Curse is great Tomb just feels like quintessential beer and pretzels D&D. Curse is this intense horror experience when run right, but Tomb is a fun romp around the jungle, crawl through the dungeon, get to the McGuffin to end the dreaded Deathcurse pulpy adventure, and that's for me absolutely the kind of campaign D&D does best. I'd like to play Out of the Abyss, not sure if I'll get a chance any time soon though.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Out of the Abyss is near top of my list both because I think it's a fun adventure and because it's the first one I've played through start to finish (plus a lot of extra embellishment). Dragon Heist is another one I've played all the way through that has some great adaptability. I'm working on Descent into Avernus, and that one also has an interesting plot to it, plus I love anything planar!
Others that stand out to me not so much for the overall adventures, but because I have found them great for looting bits and pieces from are: Candlekeep, Saltmarsh, Tomb of Annihilation, and Dungeon of Mad Mage. Dungeon of the Mad Mage in particular on its own has less than zero interest to me. However, as an anthology of dungeons to repurpose in various other campaigns, it has been handy!
Candlekeep Mysteries is so versatile and customizable, and very balenced. By balenced I mean it has a good mix of exploration, social interaction, and combat (the three aspects of D&D adventuring), but not too much of one of the three.
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
I voted for Rime of the Frostmaiden. I've played a few adventures (Dragon of Icespire Peak, Beyond Icespire Peak trilogy and Tales from the Yawning Portsl), but I found the narrative of RoftFM to be much more engaging than the others. Partly because the others were either an anthology or introductory ti D&D, but it was just really good ti see everything interconnected and therefore interactive. Choices seem more common and more meaningful - how quests are done affect how things play out and so forth.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Went with Tomb of Annihilation. It was either that or Curse of Strahd, and while Curse is great Tomb just feels like quintessential beer and pretzels D&D. Curse is this intense horror experience when run right, but Tomb is a fun romp around the jungle, crawl through the dungeon, get to the McGuffin to end the dreaded Deathcurse pulpy adventure, and that's for me absolutely the kind of campaign D&D does best. I'd like to play Out of the Abyss, not sure if I'll get a chance any time soon though.
Does CoS only really work as a proper horror? Or would it work well if played a bit more...I don't know how to describe it...lighter?
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Went with Tomb of Annihilation. It was either that or Curse of Strahd, and while Curse is great Tomb just feels like quintessential beer and pretzels D&D. Curse is this intense horror experience when run right, but Tomb is a fun romp around the jungle, crawl through the dungeon, get to the McGuffin to end the dreaded Deathcurse pulpy adventure, and that's for me absolutely the kind of campaign D&D does best. I'd like to play Out of the Abyss, not sure if I'll get a chance any time soon though.
Does CoS only really work as a proper horror? Or would it work well if played a bit more...I don't know how to describe it...lighter?
I don't think Curse can only work as a proper horror, but it is what it was designed to be. I'm sure the right DM with the right group could run it like a "Dracula: Dead And Loving It" Leslie Nielsen pastiche too. I'm judging the adventures more or less as written though, because changing that tone and style isn't likely to be easy. The intended style is also a big reason - for me anyway - for picking up an adventure or passing on it, so for the purpose of choosing a favourite I wasn't really looking at the possibilities for going with a non-standard flavour. And the DM hitting the right tone does make adventures better.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
Went with Tomb of Annihilation. It was either that or Curse of Strahd, and while Curse is great Tomb just feels like quintessential beer and pretzels D&D. Curse is this intense horror experience when run right, but Tomb is a fun romp around the jungle, crawl through the dungeon, get to the McGuffin to end the dreaded Deathcurse pulpy adventure, and that's for me absolutely the kind of campaign D&D does best. I'd like to play Out of the Abyss, not sure if I'll get a chance any time soon though.
Does CoS only really work as a proper horror? Or would it work well if played a bit more...I don't know how to describe it...lighter?
I don't think Curse can only work as a proper horror, but it is what it was designed to be. I'm sure the right DM with the right group could run it like a "Dracula: Dead And Loving It" Leslie Nielsen pastiche too. I'm judging the adventures more or less as written though, because changing that tone and style isn't likely to be easy. The intended style is also a big reason - for me anyway - for picking up an adventure or passing on it, so for the purpose of choosing a favourite I wasn't really looking at the possibilities for going with a non-standard flavour. And the DM hitting the right tone does make adventures better.
And that's absolutely valid and correct. I would generally always want an assessment on something as out-of-the-box. I was just curious about Strahd because I like the kind of lore (as in, a setting with vampires etc), but neither my wife nor I like real horror and so trying to play it as straight up scary isn't really an option. I was just curious as to whether it would work played a little lighter. Not Leslie Nielsen slapstick comedy lighter, but more typical D&D level lighter. Otherwise, we'd just give it a miss or create our own.
Rollback Post to RevisionRollBack
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Went with Tomb of Annihilation. It was either that or Curse of Strahd, and while Curse is great Tomb just feels like quintessential beer and pretzels D&D. Curse is this intense horror experience when run right, but Tomb is a fun romp around the jungle, crawl through the dungeon, get to the McGuffin to end the dreaded Deathcurse pulpy adventure, and that's for me absolutely the kind of campaign D&D does best. I'd like to play Out of the Abyss, not sure if I'll get a chance any time soon though.
Does CoS only really work as a proper horror? Or would it work well if played a bit more...I don't know how to describe it...lighter?
I don't think Curse can only work as a proper horror, but it is what it was designed to be. I'm sure the right DM with the right group could run it like a "Dracula: Dead And Loving It" Leslie Nielsen pastiche too. I'm judging the adventures more or less as written though, because changing that tone and style isn't likely to be easy. The intended style is also a big reason - for me anyway - for picking up an adventure or passing on it, so for the purpose of choosing a favourite I wasn't really looking at the possibilities for going with a non-standard flavour. And the DM hitting the right tone does make adventures better.
And that's absolutely valid and correct. I would generally always want an assessment on something as out-of-the-box. I was just curious about Strahd because I like the kind of lore (as in, a setting with vampires etc), but neither my wife nor I like real horror and so trying to play it as straight up scary isn't really an option. I was just curious as to whether it would work played a little lighter. Not Leslie Nielsen slapstick comedy lighter, but more typical D&D level lighter. Otherwise, we'd just give it a miss or create our own.
Probably could, yeah. I know this isn't useful advice for everyone, but I think Curse of Strahd is a strong enough book that you should get it and read it and see what you think. Even if you don't end up running it, there's some great and iconic encounters and villains in there, and at least one truly vicious dungeon that my players loved.
Myself, the adventures I've played or run are SKT, CoS, WDH, DotMM, and I'm currently in both CKM and DIA. Structurally, I love Mad Mage -- a vertically stacked dungeon delve with your home base at the top is basically the platonic ideal of D&D. But somehow I just feel like the writers for that book managed to create a lot of great ideas and then turn them into the least ambitious versions of themselves. Here's an example. Somewhere in the dungeon there's a wrecked space ship. The crew? They're not space aliens, nor do they have phasers. The ship? It'll never fly again. There's a total of one oddball space relic to be acquired here (though it is pretty great). The encounter with the ship was still a lot of fun, but man, it's like, if you're going to put a space ship in your game, you have to know that players want to fly the space ship, right? And if you can't give them that, at least put some lightsabers in there and make them fight the Super Metroid. Right? It feels like a museum tour sometimes, where there's something really cool but you're not allowed to play with it.
Even so, it's probably my fave. Tons of great scenarios, creative encounters, and a pretty satisfying mix of micro- (per floor, or per faction) and macro-level (regarding the whole dungeon, or Halaster himself) discoveries.
Though, I'm also having a lot of fun in Avernus. This one feels more like they want you to play with all the shiny toys which is great. And there's some really deranged stuff to find.
Lycaon1765p, Wilds Beyond The Witchlight was one we considered playing but we ended up doing COS this time around; I feel next campaign I'm either voting it for sure or Waterdeep again.
I think with the right group COS can be the horror it was meant to be but because players are SO varied it more so ends up as "Dead & Loving It" than the "Dracula" it was inspired by, ha.
I voted Waterdeep myself because I love the idea that the season determines your bad guy so right there you have instant replayability. Also it was my first campaign for D&D so there's admited sentimentality and I just had so much fun so it was definitely one I voted for on the list.
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What are your favourite published adventures that you played? It can be ones that you're currently playing, so long as you've played it enough to be confident that it really is good. I'd be interested to know why you think it was good and what other ones you've played (to give an idea of how many your favourites have beaten out).
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Wild Beyond the Witchlight is the only one I've extensively played, so that's my favorite. Cus it's good! :)
However I like GoS because YAY BOATS, and I like LLK because hehe modern tech. CM has my favorite legendary item, and I just want to play IDRotF because the campaign I was in for it lasted 3 sessions and then the DM bailed. I also wish to play in WDMM just because I like dungeons, especially the ones in the style of WDMM. And it's the only official high level content from WotC.
Er ek geng, þat er í þeim skóm er ek valda.
UwU









Went with Tomb of Annihilation. It was either that or Curse of Strahd, and while Curse is great Tomb just feels like quintessential beer and pretzels D&D. Curse is this intense horror experience when run right, but Tomb is a fun romp around the jungle, crawl through the dungeon, get to the McGuffin to end the dreaded Deathcurse pulpy adventure, and that's for me absolutely the kind of campaign D&D does best. I'd like to play Out of the Abyss, not sure if I'll get a chance any time soon though.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Out of the Abyss is near top of my list both because I think it's a fun adventure and because it's the first one I've played through start to finish (plus a lot of extra embellishment). Dragon Heist is another one I've played all the way through that has some great adaptability. I'm working on Descent into Avernus, and that one also has an interesting plot to it, plus I love anything planar!
Others that stand out to me not so much for the overall adventures, but because I have found them great for looting bits and pieces from are: Candlekeep, Saltmarsh, Tomb of Annihilation, and Dungeon of Mad Mage. Dungeon of the Mad Mage in particular on its own has less than zero interest to me. However, as an anthology of dungeons to repurpose in various other campaigns, it has been handy!
Candlekeep Mysteries is so versatile and customizable, and very balenced. By balenced I mean it has a good mix of exploration, social interaction, and combat (the three aspects of D&D adventuring), but not too much of one of the three.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
I voted for Rime of the Frostmaiden. I've played a few adventures (Dragon of Icespire Peak, Beyond Icespire Peak trilogy and Tales from the Yawning Portsl), but I found the narrative of RoftFM to be much more engaging than the others. Partly because the others were either an anthology or introductory ti D&D, but it was just really good ti see everything interconnected and therefore interactive. Choices seem more common and more meaningful - how quests are done affect how things play out and so forth.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Does CoS only really work as a proper horror? Or would it work well if played a bit more...I don't know how to describe it...lighter?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I don't think Curse can only work as a proper horror, but it is what it was designed to be. I'm sure the right DM with the right group could run it like a "Dracula: Dead And Loving It" Leslie Nielsen pastiche too. I'm judging the adventures more or less as written though, because changing that tone and style isn't likely to be easy. The intended style is also a big reason - for me anyway - for picking up an adventure or passing on it, so for the purpose of choosing a favourite I wasn't really looking at the possibilities for going with a non-standard flavour. And the DM hitting the right tone does make adventures better.
Want to start playing but don't have anyone to play with? You can try these options: [link].
And that's absolutely valid and correct. I would generally always want an assessment on something as out-of-the-box. I was just curious about Strahd because I like the kind of lore (as in, a setting with vampires etc), but neither my wife nor I like real horror and so trying to play it as straight up scary isn't really an option. I was just curious as to whether it would work played a little lighter. Not Leslie Nielsen slapstick comedy lighter, but more typical D&D level lighter. Otherwise, we'd just give it a miss or create our own.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Probably could, yeah. I know this isn't useful advice for everyone, but I think Curse of Strahd is a strong enough book that you should get it and read it and see what you think. Even if you don't end up running it, there's some great and iconic encounters and villains in there, and at least one truly vicious dungeon that my players loved.
Myself, the adventures I've played or run are SKT, CoS, WDH, DotMM, and I'm currently in both CKM and DIA. Structurally, I love Mad Mage -- a vertically stacked dungeon delve with your home base at the top is basically the platonic ideal of D&D. But somehow I just feel like the writers for that book managed to create a lot of great ideas and then turn them into the least ambitious versions of themselves. Here's an example. Somewhere in the dungeon there's a wrecked space ship. The crew? They're not space aliens, nor do they have phasers. The ship? It'll never fly again. There's a total of one oddball space relic to be acquired here (though it is pretty great). The encounter with the ship was still a lot of fun, but man, it's like, if you're going to put a space ship in your game, you have to know that players want to fly the space ship, right? And if you can't give them that, at least put some lightsabers in there and make them fight the Super Metroid. Right? It feels like a museum tour sometimes, where there's something really cool but you're not allowed to play with it.
Even so, it's probably my fave. Tons of great scenarios, creative encounters, and a pretty satisfying mix of micro- (per floor, or per faction) and macro-level (regarding the whole dungeon, or Halaster himself) discoveries.
Though, I'm also having a lot of fun in Avernus. This one feels more like they want you to play with all the shiny toys which is great. And there's some really deranged stuff to find.
Lycaon1765p, Wilds Beyond The Witchlight was one we considered playing but we ended up doing COS this time around; I feel next campaign I'm either voting it for sure or Waterdeep again.
I think with the right group COS can be the horror it was meant to be but because players are SO varied it more so ends up as "Dead & Loving It" than the "Dracula" it was inspired by, ha.
I voted Waterdeep myself because I love the idea that the season determines your bad guy so right there you have instant replayability. Also it was my first campaign for D&D so there's admited sentimentality and I just had so much fun so it was definitely one I voted for on the list.