Hey, does anybody have recommendations for pre-written D&D campaigns for 6 or more people? Or is it just a matter of taking the ones that exist and doubling the enemies or something?
Well, I imagine you can adapt a lot of the older AD&D 1E tournament modules that were sized for 9 (all the way up to 15) players.
I’m a fan of this. You can find the original modules on DMs Guild and they have conversions also. Most players (unless they’re old like me) haven’t played them and while WOTC has redone a few of them in things like Yawning Portal it’s a huge untapped resource. And you can see how the game was designed back in the day. It’s very different!
You're going to have to do A LOT of work to make an old AD&D module work as intended in 5e. Conversions can help but, unless the person doing the conversion knows you want "as big of a party as in the original," you may face the same issues (since a party in 5e for a given level is way more powerful than an AD&D party of the same level, one conversion 'trick' is to keep the module pretty close but advise fewer party members). This will depend on who converted it and what their conversion philosophy was.
I suspect no matter what there will be a lot of conversion work to do.
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I ran 6 players for Lost Mines of Phandelver recently. It's a lot of fun, and generally speaking, it's not that hard to add the appropriate amount of enemies.
When you have groups of 4 enemies (which are frequent in that module), the easiest thing to do is to match the party and make that group of 4, 6 enemies.
Anything other? Multiply that number by .5, and take your result, round it up, and add that many enemies to your encounter.
Two modules that don't need a lot of adjustment, in my opinion, are Storm King's Thunder, and Into the Abyss. There's encounters in the book that deal a lot with swarms of enemies and fighting small armies, so you don't need to do the maths to add lots of monsters to those encounters.
My biggest recommend would be to adjust as you go. If you find your players dominating your encounters, start adding +1 or +2 monsters here and there, until things start balancing out.
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Converting older modules isn't difficult, but it's certainly more work than using current edition ones with upscaled encounters. On the upside, you'll have a lot more choice. Rather than just doubling the enemies I'd put a little bit more effort in, add a bit more variety and take the time to recalculate the whole thing. ELs (and CRs) are definitely not an exact science, but using the guidelines will get you in the ballpark and using your DM gut will do the rest.
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Hey, does anybody have recommendations for pre-written D&D campaigns for 6 or more people? Or is it just a matter of taking the ones that exist and doubling the enemies or something?
Brendan J Casey Jr.
Well, I imagine you can adapt a lot of the older AD&D 1E tournament modules that were sized for 9 (all the way up to 15) players.
Not too familiar with AD&D, but that could be a good start. Thanks!
Brendan J Casey Jr.
I’m a fan of this. You can find the original modules on DMs Guild and they have conversions also. Most players (unless they’re old like me) haven’t played them and while WOTC has redone a few of them in things like Yawning Portal it’s a huge untapped resource. And you can see how the game was designed back in the day. It’s very different!
You're going to have to do A LOT of work to make an old AD&D module work as intended in 5e. Conversions can help but, unless the person doing the conversion knows you want "as big of a party as in the original," you may face the same issues (since a party in 5e for a given level is way more powerful than an AD&D party of the same level, one conversion 'trick' is to keep the module pretty close but advise fewer party members). This will depend on who converted it and what their conversion philosophy was.
I suspect no matter what there will be a lot of conversion work to do.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I ran 6 players for Lost Mines of Phandelver recently. It's a lot of fun, and generally speaking, it's not that hard to add the appropriate amount of enemies.
When you have groups of 4 enemies (which are frequent in that module), the easiest thing to do is to match the party and make that group of 4, 6 enemies.
Anything other? Multiply that number by .5, and take your result, round it up, and add that many enemies to your encounter.
Two modules that don't need a lot of adjustment, in my opinion, are Storm King's Thunder, and Into the Abyss. There's encounters in the book that deal a lot with swarms of enemies and fighting small armies, so you don't need to do the maths to add lots of monsters to those encounters.
My biggest recommend would be to adjust as you go. If you find your players dominating your encounters, start adding +1 or +2 monsters here and there, until things start balancing out.
Converting older modules isn't difficult, but it's certainly more work than using current edition ones with upscaled encounters. On the upside, you'll have a lot more choice. Rather than just doubling the enemies I'd put a little bit more effort in, add a bit more variety and take the time to recalculate the whole thing. ELs (and CRs) are definitely not an exact science, but using the guidelines will get you in the ballpark and using your DM gut will do the rest.
Want to start playing but don't have anyone to play with? You can try these options: [link].