First of all, I just want to say that this is not a PBP Thread for Ghosts of Saltmarsh (sorry to disappoint if you thought it was).
I am at the moment playing in Ghosts of Saltmarsh (the DM is running it as a campaign rather than a bunch of separate one-shots), and I have to admit, I am kind of bored. It basically seems like a ton of various dungeon crawls! I am wondering if anybody else agrees. I just want to make sure I'm not the only one.
I was running Saltmarsh before COVID hit and I had to stop when the bar that we played in shut down to everything except carry out. It was great fun and I had a full table.
I’m running Candlekeep Mysteries as a campaign right now and it really is a series of unconnected one shots written by different authors. We’re having a blast with it.
You need to either figure out how to make the campaign that you’re fun or find another campaign. Or volunteer to DM and make your campaign fun for everyone at the table!
If Ghosts of Saltmarsh is run almost word for word by the book with no changes made it is dungeon crawly. However, it is easy to make the area part of a larger world able to be put into almost any setting.
With that being said, it is one of my favorite 5e official books because it can fit into my homebrew setting very easily.
Oh but that is what makes it such a great adventure, second only to Dungeon of the Mad Mage. It is a healthy dose of core D&D, the meat and potatoes if the game. It reminds players why it is called DUNGEONS and Dragons. Still plenty of fluff, but it gets to the point.
Ghosts of Saltmarsh was the book I tried to run for my first campaign as DM. Prepared the campaign in the run-up to the book's release. It disappointed me enormously. There are no ghosts in Ghostrs of Saltmarsh. I was sold on a high-seas adventure with ghosts, pirates, ghost pirates, and all that good Curse of the Black pearl shit; what I got was politicking with lizard people in mucky nasty swamps and a whole lot of sharkmen causing problems they have no real business causing mostly because lulz. My attempts to pull the campaign by the nose back towards all that cool-ass shit they sold me on when it was upcoming instead of released ultimately failed and I had to shut down the campaign due to stress and burnout.
I hate that book. I don't mind dungeon crawly, but I do mind false advertising. Ghosts of Saltmarsh has nothing to do with ghosts and only vaguely to do with Saltmarsh. Stupid crapass book.
Old guy here. I owned and ran the original module, Sinister Secret of Saltmarsh. I kind of chuckle at the dungeon crawly comments. This module was written in the '80s. They were ALL dungeon crawlers. That being said, it was kind of boring back then. I just bought the book and sounds like they didn't improve it much. Too bad. But could be a good exercise/product to make to up the "seaworthiness" of this old creaky ship. Eh? Aye!
I am currently playing in a Ghosts of Saltmarsh-based campaign. I think what makes it work for our group is that our DM is familiar with the Greyhawk setting, and has basically sprinkled the adventures from the book throughout a broader storyline where other events are also in play. Going strictly by the book, it may feel like basically just one mission after another with little to connect them, but it can be a good starting point for DMs to build on.
This is actually the DMs fist time running an adventure, so that is probably part of the problem. He also seems to greatly prefer playing to DMing, so he runs the adventure in a half hearted way. I(an experienced DM) see a lot of interesting things about the campaign, but he just doesn't take advantage of them. This is also our groups first time playing in Greyhawk( we usually play in Forgotten Realms/Homebrew worlds) so we are kind of in new territory.
Ghosts of Saltmarsh was the book I tried to run for my first campaign as DM. Prepared the campaign in the run-up to the book's release. It disappointed me enormously. There are no ghosts in Ghostrs of Saltmarsh. I was sold on a high-seas adventure with ghosts, pirates, ghost pirates, and all that good Curse of the Black pearl shit; what I got was politicking with lizard people in mucky nasty swamps and a whole lot of sharkmen causing problems they have no real business causing mostly because lulz. My attempts to pull the campaign by the nose back towards all that cool-ass shit they sold me on when it was upcoming instead of released ultimately failed and I had to shut down the campaign due to stress and burnout.
I hate that book. I don't mind dungeon crawly, but I do mind false advertising. Ghosts of Saltmarsh has nothing to do with ghosts and only vaguely to do with Saltmarsh. Stupid crapass book.
I also thought it be more creepy and a little bit more Curse of Strahd-ish, but sadly not. Very annoying!
I’m crossing Saltmarsh with Phandalin and setting the composite in a homebrew Faerun in a reborn Luiren. Lots of surface exploration, plenty of dungeon crawls and even some seaborne activity. All in a region without a huge history so I and the party can have some fun.
Ghosts of Saltmarsh doesn't only contain a bunch of old dungeon crawls put together. It provides the DM with a ton of information regarding politics, terrain, random events, and a complete setup for naval combat. If your DM is just having your run dungeon crawls back to back, then they are putting in very little effort with the information given to them. I was really shocked how much information GoS provided. There is a ton of information and tables to create other adventures and side quests. It may be a case of they are overwhelmed with the amount of information given. Maybe they should look at DMS guild for some guides to help them out or side adventures if they want everything pre-made and don't want to use the non-dungeon crawl information given to them in the campaign.
It might be interesting to combine Ghosts of Saltmarsh with Van Richten's Guide to Ravenloft.
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"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I (an experienced DM) see a lot of interesting things about the campaign, but he just doesn't take advantage of them.
Not touching on subject of GoS itself (I think that ran as is, it might feel dungeon crawly), but I think that part might also be the fact that you are an experienced DM playing on another's game (specially an inexperienced one).
I mostly DM and it took me a while to realize that I was very harsh on others DMing, because I kept thinking what I could/would do in some scenarios. E.g.: "That's a perfect situation to tie X backstory" or "That could've proced a specific check"...etc. And I currently have a player that is as experienced in DMing as me, and I realized he does the same.
It might not be the case, but it's good to just check on yourself if that not interfering your fun as well.
Sometimes, if we just go with the flow and leverage on the aspects that we have control of, while being supportive of the work being done, goes a long way to making a good game. (And, at least for me, that's tough).
I (an experienced DM) see a lot of interesting things about the campaign, but he just doesn't take advantage of them.
Not touching on subject of GoS itself (I think that ran as is, it might feel dungeon crawly), but I think that part might also be the fact that you are an experienced DM playing on another's game (specially an inexperienced one).
I mostly DM and it took me a while to realize that I was very harsh on others DMing, because I kept thinking what I could/would do in some scenarios. E.g.: "That's a perfect situation to tie X backstory" or "That could've proced a specific check"...etc. And I currently have a player that is as experienced in DMing as me, and I realized he does the same.
It might not be the case, but it's good to just check on yourself if that not interfering your fun as well.
Sometimes, if we just go with the flow and leverage on the aspects that we have control of, while being supportive of the work being done, goes a long way to making a good game. (And, at least for me, that's tough).
I’ve had a similar experience going from dming to playing. I’ve noticed that all of the discussions I’ve read on dming make me unfairly judgey of my DM’s actions. They are, in fact, quite a good dm, especially considering that they currently run 3 different campaigns I play in. What helps me is to concentrate on seeing the situation from my character’s eyes, and try to fully immerse myself in the role playing.
I (an experienced DM) see a lot of interesting things about the campaign, but he just doesn't take advantage of them.
Not touching on subject of GoS itself (I think that ran as is, it might feel dungeon crawly), but I think that part might also be the fact that you are an experienced DM playing on another's game (specially an inexperienced one).
I mostly DM and it took me a while to realize that I was very harsh on others DMing, because I kept thinking what I could/would do in some scenarios. E.g.: "That's a perfect situation to tie X backstory" or "That could've proced a specific check"...etc. And I currently have a player that is as experienced in DMing as me, and I realized he does the same.
It might not be the case, but it's good to just check on yourself if that not interfering your fun as well.
Sometimes, if we just go with the flow and leverage on the aspects that we have control of, while being supportive of the work being done, goes a long way to making a good game. (And, at least for me, that's tough).
In some ways I think you might be right. I have been doing basically nothing but DMing for the past 3 yrs, and as I said this is the DMs 1st time, so maybe I am being a little hard on him.
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Hi.
First of all, I just want to say that this is not a PBP Thread for Ghosts of Saltmarsh (sorry to disappoint if you thought it was).
I am at the moment playing in Ghosts of Saltmarsh (the DM is running it as a campaign rather than a bunch of separate one-shots), and I have to admit, I am kind of bored. It basically seems like a ton of various dungeon crawls! I am wondering if anybody else agrees. I just want to make sure I'm not the only one.
I was running Saltmarsh before COVID hit and I had to stop when the bar that we played in shut down to everything except carry out. It was great fun and I had a full table.
I’m running Candlekeep Mysteries as a campaign right now and it really is a series of unconnected one shots written by different authors. We’re having a blast with it.
You need to either figure out how to make the campaign that you’re fun or find another campaign. Or volunteer to DM and make your campaign fun for everyone at the table!
Professional computer geek
If Ghosts of Saltmarsh is run almost word for word by the book with no changes made it is dungeon crawly. However, it is easy to make the area part of a larger world able to be put into almost any setting.
With that being said, it is one of my favorite 5e official books because it can fit into my homebrew setting very easily.
It is a bit dungeon crawly if you go straight out of the book.
However, it's a great backdrop to build a lot of varied adventures.
Oh but that is what makes it such a great adventure, second only to Dungeon of the Mad Mage. It is a healthy dose of core D&D, the meat and potatoes if the game. It reminds players why it is called DUNGEONS and Dragons. Still plenty of fluff, but it gets to the point.
Ghosts of Saltmarsh was the book I tried to run for my first campaign as DM. Prepared the campaign in the run-up to the book's release. It disappointed me enormously. There are no ghosts in Ghostrs of Saltmarsh. I was sold on a high-seas adventure with ghosts, pirates, ghost pirates, and all that good Curse of the Black pearl shit; what I got was politicking with lizard people in mucky nasty swamps and a whole lot of sharkmen causing problems they have no real business causing mostly because lulz. My attempts to pull the campaign by the nose back towards all that cool-ass shit they sold me on when it was upcoming instead of released ultimately failed and I had to shut down the campaign due to stress and burnout.
I hate that book. I don't mind dungeon crawly, but I do mind false advertising. Ghosts of Saltmarsh has nothing to do with ghosts and only vaguely to do with Saltmarsh. Stupid crapass book.
Please do not contact or message me.
My GoS game certainly was not overly dungeon-crawly. Guess I should thank my DM?
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Old guy here. I owned and ran the original module, Sinister Secret of Saltmarsh. I kind of chuckle at the dungeon crawly comments. This module was written in the '80s. They were ALL dungeon crawlers. That being said, it was kind of boring back then. I just bought the book and sounds like they didn't improve it much. Too bad. But could be a good exercise/product to make to up the "seaworthiness" of this old creaky ship. Eh? Aye!
I too am of a certain age.
I am running it for a bunch of younger players, and I am punching it up quite a bit by leaning into the political angle within the town of Saltmarsh.
I am currently playing in a Ghosts of Saltmarsh-based campaign. I think what makes it work for our group is that our DM is familiar with the Greyhawk setting, and has basically sprinkled the adventures from the book throughout a broader storyline where other events are also in play. Going strictly by the book, it may feel like basically just one mission after another with little to connect them, but it can be a good starting point for DMs to build on.
This is actually the DMs fist time running an adventure, so that is probably part of the problem. He also seems to greatly prefer playing to DMing, so he runs the adventure in a half hearted way. I(an experienced DM) see a lot of interesting things about the campaign, but he just doesn't take advantage of them. This is also our groups first time playing in Greyhawk( we usually play in Forgotten Realms/Homebrew worlds) so we are kind of in new territory.
I also thought it be more creepy and a little bit more Curse of Strahd-ish, but sadly not. Very annoying!
I think you should. :)
I wish my DM would do that, but I think he is to inexperienced for that kinda stuff.
I’m crossing Saltmarsh with Phandalin and setting the composite in a homebrew Faerun in a reborn Luiren. Lots of surface exploration, plenty of dungeon crawls and even some seaborne activity. All in a region without a huge history so I and the party can have some fun.
Wisea$$ DM and Player since 1979.
Ghosts of Saltmarsh doesn't only contain a bunch of old dungeon crawls put together. It provides the DM with a ton of information regarding politics, terrain, random events, and a complete setup for naval combat. If your DM is just having your run dungeon crawls back to back, then they are putting in very little effort with the information given to them. I was really shocked how much information GoS provided. There is a ton of information and tables to create other adventures and side quests. It may be a case of they are overwhelmed with the amount of information given. Maybe they should look at DMS guild for some guides to help them out or side adventures if they want everything pre-made and don't want to use the non-dungeon crawl information given to them in the campaign.
It might be interesting to combine Ghosts of Saltmarsh with Van Richten's Guide to Ravenloft.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
Not touching on subject of GoS itself (I think that ran as is, it might feel dungeon crawly), but I think that part might also be the fact that you are an experienced DM playing on another's game (specially an inexperienced one).
I mostly DM and it took me a while to realize that I was very harsh on others DMing, because I kept thinking what I could/would do in some scenarios. E.g.: "That's a perfect situation to tie X backstory" or "That could've proced a specific check"...etc. And I currently have a player that is as experienced in DMing as me, and I realized he does the same.
It might not be the case, but it's good to just check on yourself if that not interfering your fun as well.
Sometimes, if we just go with the flow and leverage on the aspects that we have control of, while being supportive of the work being done, goes a long way to making a good game. (And, at least for me, that's tough).
I’ve had a similar experience going from dming to playing. I’ve noticed that all of the discussions I’ve read on dming make me unfairly judgey of my DM’s actions. They are, in fact, quite a good dm, especially considering that they currently run 3 different campaigns I play in. What helps me is to concentrate on seeing the situation from my character’s eyes, and try to fully immerse myself in the role playing.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
In some ways I think you might be right. I have been doing basically nothing but DMing for the past 3 yrs, and as I said this is the DMs 1st time, so maybe I am being a little hard on him.