I'm going to start running IWD Rime of the Frostmaiden for my group (3 players). They have some experience with D&D, I ran Strahd with them and before that they played through The Lost Mine of Phandelver. Myself, I've been playing and DM-ing for over 10 years in 5th in 3.5th.
We stopped running Strahd as I felt they had some issues with a more open world setting and, in my opinion, treating more like a video game looking for a fight to another fight and expecting a boss fight at the end of each session. Not a lot of RP-ing, solving puzzles or investigating was done.
Don't get me wrong I like running D&D for this group of my non-D&D friends but I could really use some help to keep them interested in the overall story and have them looking for solutions outside of combat.
I was thinking of not letting them communicate with each other during character creation. I think that for Strahd they min-maxed their party and this in my opinion might have pulled them a bit out of the RP-ing aspect.
Let me know what you think and what would help. Many thanks in advance.
TLDR: I need help running IWD RotFM for a group of friends that are mostly inclined to not RP and look for a fight.
Hmm... are we sure here that you are not trying to strong-arm these players into having fun your way? Because that's kind of what it sounds like. You gave up on Strahd because they were "treating it like a video game" and expecting boss fights, and not doing a lot of investigation or RP. Is it possible that maybe, just maybe, this is the style of game these players would prefer to experience? And if so, as a DM, what is your justification for saying "No, I don't want you to play the game like that?"
I mean -- if you don't want to run a game like that, I could see it. There are styles of D&D play in which if my players all said, "We want this," I'd have to say, "Find another DM." You have to have fun too. (Example: Palace intrigue -- that is not the sort of game for me to run, since I don't like those kinds of stories at all.)
I would suggest that maybe you should consider either rigging Rime to be more combat-centric, if that's what they like, or maybe running them through something like Dungeon of the Mad Mage, which is explicitly a more video-gamey dungeon crawl with less emphasis on RP and investigation. Now, I am not saying run that if you hate that style of game but... as a GM, I try to give my players what they want, to the degree I can, rather than what I want. As long as I can have fun with what they want.
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Maybe some other folks can give really good suggestions for which adventures are more combat oriented other than Mad Mage. I can only go by hear-say because I do not use the official adventures to run my game (it's set in ancient Rome so, the published stuff is not really a good fit). I think Princes of the Apocalypse is also very combat oriented, and Tomb of Annihilation is supposed to be more hex-crawly.
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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 would not recommend Mad Mage. All of the fights are super boring, and their isn't anything that makes it unique. The Doomvault, from Tales from the Yawning Portal, is a much better megadungeon in my opinion. And the whole rest of Yawning Portal is very good, and you can use it to lead up to the Doomvault.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Hi all,
I'm going to start running IWD Rime of the Frostmaiden for my group (3 players). They have some experience with D&D, I ran Strahd with them and before that they played through The Lost Mine of Phandelver. Myself, I've been playing and DM-ing for over 10 years in 5th in 3.5th.
We stopped running Strahd as I felt they had some issues with a more open world setting and, in my opinion, treating more like a video game looking for a fight to another fight and expecting a boss fight at the end of each session. Not a lot of RP-ing, solving puzzles or investigating was done.
Don't get me wrong I like running D&D for this group of my non-D&D friends but I could really use some help to keep them interested in the overall story and have them looking for solutions outside of combat.
I was thinking of not letting them communicate with each other during character creation. I think that for Strahd they min-maxed their party and this in my opinion might have pulled them a bit out of the RP-ing aspect.
Let me know what you think and what would help. Many thanks in advance.
TLDR: I need help running IWD RotFM for a group of friends that are mostly inclined to not RP and look for a fight.
Hmm... are we sure here that you are not trying to strong-arm these players into having fun your way? Because that's kind of what it sounds like. You gave up on Strahd because they were "treating it like a video game" and expecting boss fights, and not doing a lot of investigation or RP. Is it possible that maybe, just maybe, this is the style of game these players would prefer to experience? And if so, as a DM, what is your justification for saying "No, I don't want you to play the game like that?"
I mean -- if you don't want to run a game like that, I could see it. There are styles of D&D play in which if my players all said, "We want this," I'd have to say, "Find another DM." You have to have fun too. (Example: Palace intrigue -- that is not the sort of game for me to run, since I don't like those kinds of stories at all.)
I would suggest that maybe you should consider either rigging Rime to be more combat-centric, if that's what they like, or maybe running them through something like Dungeon of the Mad Mage, which is explicitly a more video-gamey dungeon crawl with less emphasis on RP and investigation. Now, I am not saying run that if you hate that style of game but... as a GM, I try to give my players what they want, to the degree I can, rather than what I want. As long as I can have fun with what they want.
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.
Thank you, that's actually great advice. I'll look into a more combat oriented adventure. Thanks again.
Maybe some other folks can give really good suggestions for which adventures are more combat oriented other than Mad Mage. I can only go by hear-say because I do not use the official adventures to run my game (it's set in ancient Rome so, the published stuff is not really a good fit). I think Princes of the Apocalypse is also very combat oriented, and Tomb of Annihilation is supposed to be more hex-crawly.
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 would not recommend Mad Mage. All of the fights are super boring, and their isn't anything that makes it unique. The Doomvault, from Tales from the Yawning Portal, is a much better megadungeon in my opinion. And the whole rest of Yawning Portal is very good, and you can use it to lead up to the Doomvault.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
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