Basically, what are the best parts of every campaign. For example, one could say ' random encounters in tyranny are great' or ' tomb of annihilation had great sandbox stuff, especially firefinger".
Rime of the Frostmaiden had an identity crisis that really brought it down, but the first chapter had an excellent open world setup for introducing you into it. Basically, it set up each of the Ten Towns, gave you information on it, a quest relating to it and let the players work their way through. It starts losing it after that (although chapter 2 is still good), but it had a great start.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I enjoyed running Waterdeep Dragon Heist in general (even if there’s no actual heist) but the four villains in particular are all really well thought out and can easily be lifted out and dropped into a different campaign
Rime of the Frostmaiden had an identity crisis that really brought it down, but the first chapter had an excellent open world setup for introducing you into it. Basically, it set up each of the Ten Towns, gave you information on it, a quest relating to it and let the players work their way through. It starts losing it after that (although chapter 2 is still good), but it had a great start.
Agreed on this, wonderful start to the module, but it really, realllllllllllllllly falls off. There is a point where it should have ended but then drags on terribly.
The Ten Towns opening and NPC intro was great though.
Basically, what are the best parts of every campaign. For example, one could say ' random encounters in tyranny are great' or ' tomb of annihilation had great sandbox stuff, especially firefinger".
I am probably being obvious here, but Castle Ravenloft is legendary.
I think the open world part of ToA, Chult has numerous fun encounters - my players didn't like the dungeon so much.
I hated literally everything about Dragonheist (I know I am in the minority here), except for the Faction stuff. I use that for about every campaign now. Adventurer's League has an excellent guide to Faerun factions, complete with progression. Highly recommend.
Basically, what are the best parts of every campaign. For example, one could say ' random encounters in tyranny are great' or ' tomb of annihilation had great sandbox stuff, especially firefinger".
Rime of the Frostmaiden had an identity crisis that really brought it down, but the first chapter had an excellent open world setup for introducing you into it. Basically, it set up each of the Ten Towns, gave you information on it, a quest relating to it and let the players work their way through. It starts losing it after that (although chapter 2 is still good), but it had a great start.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I enjoyed running Waterdeep Dragon Heist in general (even if there’s no actual heist) but the four villains in particular are all really well thought out and can easily be lifted out and dropped into a different campaign
Good dungeons in PotA
Agreed on this, wonderful start to the module, but it really, realllllllllllllllly falls off. There is a point where it should have ended but then drags on terribly.
The Ten Towns opening and NPC intro was great though.
I am probably being obvious here, but Castle Ravenloft is legendary.
I think the open world part of ToA, Chult has numerous fun encounters - my players didn't like the dungeon so much.
I hated literally everything about Dragonheist (I know I am in the minority here), except for the Faction stuff. I use that for about every campaign now. Adventurer's League has an excellent guide to Faerun factions, complete with progression. Highly recommend.
Storm King's Thunder has a signet ring in the first town that I got a lot of mileage out of...