The story feels to rushed, i like moving the lot but there is zero break time. I guess that's my job. If the players decide to play around in waterdeep or something else then i would like them to have tie to do it, it all feels like the main plot is a hyper tourist and the players are being dragged by the hand to every location never really stopping to enjoy it. there is a w;hole dragon baby scene and we don''t get to enjoy it. Nope just head straight back to some place to fight that black dragon lady. Pretty sure they go to a swamp or some crap. right after the attack on Greenest the book expects them to go after the attackers....no. They just leveled up and they had the rap beaten out of them for sure. I think they need two days or more to rest. The players should suffer exhaustion scene they spent the entire night in Greenest fighting a dragon and raiders. I want to slow down the story, how do I go about it?
Also, scene I putting it in my world i as thinking of implementing my own twist ending to Rise Of Tiamat. Like before Tiamat is summoned Severin can summon Tiamat he is betrayed by phony ally whose only intention of aiding him was to take all of the treasure and dragon masks.
The adventure is railroady. But ultimately, the players set the pace. As DM, it's your job to drop the plot hooks and respond to the players' choices. I've been running my group through this same module and we've taken multiple detours. They took a long rest after the fighting in Greenest subsided so they got to the camp after it had been abandoned. They took a detour to Dragonspear Castle to investigate some things. They just fought a strong incursion by the Cult of the Dragon into Waterdeep. We entirely skipped Naerytar because everything that had happened to that point made it illogical to end up at Naerytar.
The modules are outlines and suggestions of plot but really it's up to you what you want to keep and discard. But remember that the bad guys aren't just sitting around waiting for adventurers to come along and thwart their plans. They are actively pursuing their end goals and if you detour the players too much, those baddies may have already moved on from the location they're in. Ultimately, letting the players guide the pace will make the adventure feel more dynamic and alive as opposed to just them being observers of a book plot.
The story feels to rushed, i like moving the lot but there is zero break time. I guess that's my job. If the players decide to play around in waterdeep or something else then i would like them to have tie to do it, it all feels like the main plot is a hyper tourist and the players are being dragged by the hand to every location never really stopping to enjoy it. there is a w;hole dragon baby scene and we don''t get to enjoy it. Nope just head straight back to some place to fight that black dragon lady. Pretty sure they go to a swamp or some crap. right after the attack on Greenest the book expects them to go after the attackers....no. They just leveled up and they had the rap beaten out of them for sure. I think they need two days or more to rest. The players should suffer exhaustion scene they spent the entire night in Greenest fighting a dragon and raiders. I want to slow down the story, how do I go about it?
Also, scene I putting it in my world i as thinking of implementing my own twist ending to Rise Of Tiamat. Like before Tiamat is summoned Severin can summon Tiamat he is betrayed by phony ally whose only intention of aiding him was to take all of the treasure and dragon masks.
The adventure is railroady. But ultimately, the players set the pace. As DM, it's your job to drop the plot hooks and respond to the players' choices. I've been running my group through this same module and we've taken multiple detours. They took a long rest after the fighting in Greenest subsided so they got to the camp after it had been abandoned. They took a detour to Dragonspear Castle to investigate some things. They just fought a strong incursion by the Cult of the Dragon into Waterdeep. We entirely skipped Naerytar because everything that had happened to that point made it illogical to end up at Naerytar.
The modules are outlines and suggestions of plot but really it's up to you what you want to keep and discard. But remember that the bad guys aren't just sitting around waiting for adventurers to come along and thwart their plans. They are actively pursuing their end goals and if you detour the players too much, those baddies may have already moved on from the location they're in. Ultimately, letting the players guide the pace will make the adventure feel more dynamic and alive as opposed to just them being observers of a book plot.
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