Has anyone run Dragon Heist yet? Which path and villain did you choose and did you have any problems leading the players from encounter to encounter.
I have read through the book and would like to run it for a group and was interested in hearing of any possible pitfalls. I am especially worried about the players going off script and want to give them the feeling of free will and not be too heavy handed pushing them to the next encounter in the chain. How did your game go?
btw this will be for a group of fairly new players.
There's no "bad" path with the module to be honest, it's been really well written in that regard. I think the best way to choose will be based on your style of storytelling more than the books choices; if you're more comfortable with light-hearted stories full of swashbuckling and daring do, go autumn. If you're good at tension and darker storylines then summer will work well for you... and so on... Just reread the sections and decide which story you find most interesting because of you're interested in it, you'll be better at getting your players invested.
I'm not doing it exactly as intended in my campaign; I'm transposing the story into Emon from the Tal'Dorei setting (I've of my players knows forgotten realms too well so I wanted to change things up so he'd be unaware on the locale) but so far the whole thing is running smoothly, the campaign let's you railroad the players without them realising so when you need to get back on to the story you can do so easily enough. I'd recommend some of the resources in DMSGuild though, they have a release called Waterdeep city encounters which will help you make the city feel more alive no matter where those pesky players decide to explore!
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Plays Leo weekly on Chaotic Fabulous. Watch us weekly on twitch chaoticfabulous.com
This is absolutely a wonderful adventure. I have the hardback, D&D Beyond version (for mobile reading and use) and the Roll20 version of this module and started a pick-up game on Roll20. Chapter one is a plot train with enough wiggle room so it doesn't feel too forced. Chapter two will do a 180 and you are now in a full sandbox area. You are going to challenge the DM one way or another depending on his/her playstyle. But this book/adventure is well laid out and you as a game runner are well cared for and assisted by the material.
After reading through this book a couple of times, I picked Summer (The Cassalanters) to be the main villain. One of my players is playing at being a Noble (really rogue) himself from a lesser well-known house so Summer/Cassalanters seems to be the best villain for this group.
So far the hooks are working as intended. The idea of a huge (I mean HUGE) cache of dragons out there has sunk in and everything the group does, even if it seems to steer off on a tangent, has that pull back to the main plot line.
I haven't found any holes yet and am enjoying running it.
I asked my players their favourite season without saying why and when they tied, rolled a 50/50 and came up with spring. I've nearly finished chapter one now.
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Has anyone run Dragon Heist yet? Which path and villain did you choose and did you have any problems leading the players from encounter to encounter.
I have read through the book and would like to run it for a group and was interested in hearing of any possible pitfalls. I am especially worried about the players going off script and want to give them the feeling of free will and not be too heavy handed pushing them to the next encounter in the chain. How did your game go?
btw this will be for a group of fairly new players.
There's no "bad" path with the module to be honest, it's been really well written in that regard. I think the best way to choose will be based on your style of storytelling more than the books choices; if you're more comfortable with light-hearted stories full of swashbuckling and daring do, go autumn. If you're good at tension and darker storylines then summer will work well for you... and so on... Just reread the sections and decide which story you find most interesting because of you're interested in it, you'll be better at getting your players invested.
I'm not doing it exactly as intended in my campaign; I'm transposing the story into Emon from the Tal'Dorei setting (I've of my players knows forgotten realms too well so I wanted to change things up so he'd be unaware on the locale) but so far the whole thing is running smoothly, the campaign let's you railroad the players without them realising so when you need to get back on to the story you can do so easily enough. I'd recommend some of the resources in DMSGuild though, they have a release called Waterdeep city encounters which will help you make the city feel more alive no matter where those pesky players decide to explore!
Plays Leo weekly on Chaotic Fabulous. Watch us weekly on twitch chaoticfabulous.com
This is absolutely a wonderful adventure. I have the hardback, D&D Beyond version (for mobile reading and use) and the Roll20 version of this module and started a pick-up game on Roll20. Chapter one is a plot train with enough wiggle room so it doesn't feel too forced. Chapter two will do a 180 and you are now in a full sandbox area. You are going to challenge the DM one way or another depending on his/her playstyle. But this book/adventure is well laid out and you as a game runner are well cared for and assisted by the material.
After reading through this book a couple of times, I picked Summer (The Cassalanters) to be the main villain. One of my players is playing at being a Noble (really rogue) himself from a lesser well-known house so Summer/Cassalanters seems to be the best villain for this group.
So far the hooks are working as intended. The idea of a huge (I mean HUGE) cache of dragons out there has sunk in and everything the group does, even if it seems to steer off on a tangent, has that pull back to the main plot line.
I haven't found any holes yet and am enjoying running it.
I asked my players their favourite season without saying why and when they tied, rolled a 50/50 and came up with spring. I've nearly finished chapter one now.