I'm considering running a published adventure for my players and want them to have a voice in what is selected, however, I don't want to give away the entire plot of the adventure to them when I try to explain each book. How much do you share with your players so that they can make a choice?
Explain themes. Tyranny of Dragons is waging a war against the Dragon Cult. Descent into Avernus, players get involved in the blood war to save the souls. Storm King Thunder, Giants are the problem. Rime of the Frost Maiden, monsters and cold, some mysteries and a lot of exploring. I don't see any need to go any deeper than that.
The other possibility is canvassing the group for their thematic/gaming interests (combat, exploration, a particular type of monster, role-playing, diplomacy-intrigue, heist hijinks, straight up dungeon crawl, etc). Propose a few themes for them to consider, have them propose additions to your list, then survey them and use that market data to choose an adventure so they start not knowing what they're going into.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Just give them the setting and general tone. For example, "Curse of Strahd takes place in a gothic horror world, it's like Dracula," "Rime of the Frostmaiden takes place in the frozen frontier, it's like The Thing," or "Tomb of Annihilation takes place in an exotic jungle, it's like Indiana Jones." Focusing on the setting and feel rather than the plot should work great—it's probably more important to them anyway!
I have recently run out of the Abyss, when deciding to run it I first of all made sure my players would be ok with the Prison Break theme and possibly not having their starting equipment at all. I also made sure they would be ok with an underdark adventure.
I then, once we had agreed they where happy, gave them all a few pointers as to what the environment would be, languages spoken etc.
Assuming you mean WoTC branded adventures, you could go to the Wizard's website. They have a little two-paragraph description of each of them. You could just read off the descriptions and see what people say. Of course, read them yourself first, and choose two or three you'd actually be interested in running, so they don't pick one that doesn't interest you.
Assuming you mean WoTC branded adventures, you could go to the Wizard's website.
Pretty much anywhere that sells adventures (WoTC or otherwise) will have the cover blurb available, and such blurbs rarely have much in the way of spoilers. Which is not to say that such blurbs are the best way to ask players about what they want. In general, there are a couple questions I'd want to consider
What's the setting?
What's the general theme of opposition?
What, in general, are PCs going to be doing? While pretty much all D&D adventures have 'fight monsters', the types of non-combat challenges varies quite a bit, which is important if your players like (or don't like) social/political challenges, investigation, exploration, survival, etc.
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I'm considering running a published adventure for my players and want them to have a voice in what is selected, however, I don't want to give away the entire plot of the adventure to them when I try to explain each book. How much do you share with your players so that they can make a choice?
Thanks!
Explain themes. Tyranny of Dragons is waging a war against the Dragon Cult. Descent into Avernus, players get involved in the blood war to save the souls. Storm King Thunder, Giants are the problem. Rime of the Frost Maiden, monsters and cold, some mysteries and a lot of exploring. I don't see any need to go any deeper than that.
The other possibility is canvassing the group for their thematic/gaming interests (combat, exploration, a particular type of monster, role-playing, diplomacy-intrigue, heist hijinks, straight up dungeon crawl, etc). Propose a few themes for them to consider, have them propose additions to your list, then survey them and use that market data to choose an adventure so they start not knowing what they're going into.
Jander Sunstar is the thinking person's Drizzt, fight me.
Just give them the setting and general tone. For example, "Curse of Strahd takes place in a gothic horror world, it's like Dracula," "Rime of the Frostmaiden takes place in the frozen frontier, it's like The Thing," or "Tomb of Annihilation takes place in an exotic jungle, it's like Indiana Jones." Focusing on the setting and feel rather than the plot should work great—it's probably more important to them anyway!
Wizard (Gandalf) of the Tolkien Club
I have recently run out of the Abyss, when deciding to run it I first of all made sure my players would be ok with the Prison Break theme and possibly not having their starting equipment at all. I also made sure they would be ok with an underdark adventure.
I then, once we had agreed they where happy, gave them all a few pointers as to what the environment would be, languages spoken etc.
Thanks all, this has been some great feedback and gives me some great idea's on how to phrase everything to them. Thanks again!!
Assuming you mean WoTC branded adventures, you could go to the Wizard's website. They have a little two-paragraph description of each of them. You could just read off the descriptions and see what people say. Of course, read them yourself first, and choose two or three you'd actually be interested in running, so they don't pick one that doesn't interest you.
Pretty much anywhere that sells adventures (WoTC or otherwise) will have the cover blurb available, and such blurbs rarely have much in the way of spoilers. Which is not to say that such blurbs are the best way to ask players about what they want. In general, there are a couple questions I'd want to consider