Hey guys! our group is just bad at keeping focus during combat (both 1 big boss, and multiple smaller mobs) so the DM wants to try a more RP heavy campaign, which the party excels at.
do you guys have any mini campaigns, or oneshots that can be stretched to 3-4 sessions to recommend?
anything is welcome, but starting at lvl 5-6 would be ideal. Cheers!
I'm not sure if this fits your definition of a mini-campaign, though it's one of the shortest WotC has published. Wild Beyond the Witchlight was designed so it can be completed with no combat by a party that wants to take that route.
Try to duplicate the feel of the (now ancient) RPGA Classic-style modules.
Your DM comes up with a plot outline, and provides some thoughts on the kinds of characters that he would like to see take the challenge. Then HE makes those characters, describes personalities and prejudices, AND provides instructions on what each character thinks of the others.
When it is time to play, the characters are assigned RANDOMLY. All the payers receive the characters at the table, minutes before playing them.
Trying to play the character as designed is more important than module completion.
I was introduced to one of my absolute favorite character concepts through an RPGA classic: the farm boy raised to Paladin-hood IN HIS DREAMS, who doesn't believe he's actually a paladin. He's just this humble guy trying to see that the right thing gets done.
One of the more famous Classics had each player taking on the role of a high-ego intelligent magic item, with a personal set of priorities and goals, all being used by the same person and fighting with each other (verbally and with opposing attempts to control the person only) to get that person to accomplish their tasks.
Hey guys!
our group is just bad at keeping focus during combat (both 1 big boss, and multiple smaller mobs) so the DM wants to try a more RP heavy campaign, which the party excels at.
do you guys have any mini campaigns, or oneshots that can be stretched to 3-4 sessions to recommend?
anything is welcome, but starting at lvl 5-6 would be ideal.
Cheers!
I'm not sure if this fits your definition of a mini-campaign, though it's one of the shortest WotC has published. Wild Beyond the Witchlight was designed so it can be completed with no combat by a party that wants to take that route.
https://startplaying.games/blog/posts/all-encounters-in-d-ds-wild-beyond-the-witchlight-can-be-solved-without-combat#:~:text=All%20Encounters%20In%20D%26D's%20Wild%20Beyond%20The%20Witchlight%20Can%20Be%20Solved%20Without%20Combat,-Sergio%20Solorzano&text=Wizards%20of%20the%20Coast%20revealed,adventure%20Wild%20Beyond%20the%20Witchlight.
Try to duplicate the feel of the (now ancient) RPGA Classic-style modules.
Your DM comes up with a plot outline, and provides some thoughts on the kinds of characters that he would like to see take the challenge. Then HE makes those characters, describes personalities and prejudices, AND provides instructions on what each character thinks of the others.
When it is time to play, the characters are assigned RANDOMLY. All the payers receive the characters at the table, minutes before playing them.
Trying to play the character as designed is more important than module completion.
I was introduced to one of my absolute favorite character concepts through an RPGA classic: the farm boy raised to Paladin-hood IN HIS DREAMS, who doesn't believe he's actually a paladin. He's just this humble guy trying to see that the right thing gets done.
One of the more famous Classics had each player taking on the role of a high-ego intelligent magic item, with a personal set of priorities and goals, all being used by the same person and fighting with each other (verbally and with opposing attempts to control the person only) to get that person to accomplish their tasks.