Just curious about if and how other DM's use Adventurer's League adventures to help add content to pre-existing campaigns. Like say you're running Descent into Avernus and your players are having a blast with the Baldur's Gate stuff. Do you have to make modifications to the Adventure's League modules? Would it be even worth the effort?
Asking because my players enjoy the roleplay aspects of DnD as much as the combat and they're not always eager to say goodbye to their characters right away and want to keep expanding on those characters' stories. Being able to grab something from a shelf to add on like DLC would be helpful so that way they can have more fun and I can work on other stuff in the background for when they're ready to move on.
I'm running a campaign in a homebrew world right now, but just dropped in one of the Candlekeep Mysteries scenarios as a side quest with some modifications to make it fit
A module or adventure isn't written in stone. Alter it as much as you're comfortable with to make sense with what you're doing in your own campaign
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I have a campaign running that is a mixture of Ghosts of Saltmarsh, Tales from the Yawning Portal, with a bit of Candlekeep Mysteries in there as well. However, I've also looked at some of the Dreams of the Red Wizards modules as something that could also fit in so incorporating AL modules to add some interesting content or additional plot lines is certainly an option.
People sew AL content into the hardback adventurers all the time without being AL members.
While you're in DMs Guild, I wouldn't shy away from taking a look at some of the DMsGuild content produced to support a particular hardback release. If you look around sometimes you find content by the adventure's actual design team out there, I know at least in one instance there was cutting room floor stuff from BG:DitA that wound up in a book on Candlekeep that ran the Candlekeep portion of BG:DitA differently.
But yes, there's nothing wrong with letting go of the adventure's throttle and letting the party idle around in particular sections. There's different opinions, but I'm definitely of the view that it's better to play the adventure the table enjoys than stick to the script.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Just curious about if and how other DM's use Adventurer's League adventures to help add content to pre-existing campaigns. Like say you're running Descent into Avernus and your players are having a blast with the Baldur's Gate stuff. Do you have to make modifications to the Adventure's League modules? Would it be even worth the effort?
Asking because my players enjoy the roleplay aspects of DnD as much as the combat and they're not always eager to say goodbye to their characters right away and want to keep expanding on those characters' stories. Being able to grab something from a shelf to add on like DLC would be helpful so that way they can have more fun and I can work on other stuff in the background for when they're ready to move on.
I'm running a campaign in a homebrew world right now, but just dropped in one of the Candlekeep Mysteries scenarios as a side quest with some modifications to make it fit
A module or adventure isn't written in stone. Alter it as much as you're comfortable with to make sense with what you're doing in your own campaign
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I have a campaign running that is a mixture of Ghosts of Saltmarsh, Tales from the Yawning Portal, with a bit of Candlekeep Mysteries in there as well. However, I've also looked at some of the Dreams of the Red Wizards modules as something that could also fit in so incorporating AL modules to add some interesting content or additional plot lines is certainly an option.
People sew AL content into the hardback adventurers all the time without being AL members.
While you're in DMs Guild, I wouldn't shy away from taking a look at some of the DMsGuild content produced to support a particular hardback release. If you look around sometimes you find content by the adventure's actual design team out there, I know at least in one instance there was cutting room floor stuff from BG:DitA that wound up in a book on Candlekeep that ran the Candlekeep portion of BG:DitA differently.
But yes, there's nothing wrong with letting go of the adventure's throttle and letting the party idle around in particular sections. There's different opinions, but I'm definitely of the view that it's better to play the adventure the table enjoys than stick to the script.
Jander Sunstar is the thinking person's Drizzt, fight me.
Thanks so much to everybody who's replied thus far! There's a ton of really great insights here. :)