I am an old-school D&D player, so I am used to the earlier editions releasing modules that were for levels 1-3, or 5-7, etc and with a wide variety of scenarios. With 5E having adventures that take you from 1-11+, how do you move forward with the same characters?
For example, my group will finish Curse of Strahd at level 10 or 11, but let's say we decide to go with Tomb of Annihilation next...it is rated for 1-11. How do you start that adventure with level 10 characters? Does 5E just assume everyone wants to roll up new characters at the conclusion of every adventure?
In general, yes, 5e assumes that everyone will make new characters, because their data shows that practically no one plays at higher levels. That’s not exactly helped by the lack of high level content, but I do sincerely believe they’re basing that on data gathered when there WAS more high-level content. But 5e is probably more popular than D&D has ever been, so if you ask me it’s worth taking another look.
What’s also true is that the hardcover adventures are more campaigns than adventures. Narratively, they provide finality, so it’s probably more satisfying not to move onto the next thing with the same characters.
I don’t personally run the published adventures though. I come up with my own stuff, and the way my campaign is structured is that each adventure is one level, and it all fits together like a TV series. They move on to the next adventure because they get a new job or whatever.
I am an old-school D&D player. my group will finish Curse of Strahd at level 10 or 11, but let's say we decide to go with Tomb of Annihilation next...it is rated for 1-11. How do you start that adventure with level 10 characters?
Yeah I do the same as you. Back in 1991 our group went through Tomb of Horrors at relative high levels (and it was brutal). I don't recall what but probably 9-12.
Sounds like you would just pull out Chapter 5 and add the tomb to your campaign. Not so much value of course, might as well just use the original tomb and convert the monsters.
But 5e is probably more popular than D&D has ever been, so if you ask me it’s worth taking another look.
I don’t personally run the published adventures though. I come up with my own stuff, and the way my campaign is structured is that each adventure is one level, and it all fits together like a TV series. They move on to the next adventure because they get a new job or whatever.
We started 5E using my own stuff, but Curse of Strahd really called to me, and we were at a perfect point in the story to have the PCs transported to Barovia. Since the group will finish up in a few months, I was trying to plan what was next for them. Most likely, if they successfully escape Barovia, they will be transported back to the original spot that started all of this and it will seem as if they never left; except they will be much more experienced and ready to accept harder challenges.
For me, I am more suited to the playing style of having a long-term character that you really bond with and they have some actual goals to reach that affect the fantasy world around them.
For me, I am more suited to the playing style of having a long-term character that you really bond with and they have some actual goals to reach that affect the fantasy world around them.
Yeah, that's the kind of game I'm more into as well. The published adventures don't suit it particularly well, I think. If the players want to have a greater impact on the world, the DM has to go off-book, and the more it happens the less helpful the book will be later. It's why I prefer to just use my own ideas from the get-go. I think I'd only be comfortable running a published adventure if I were upfront with my players in saying "This a published adventure and it's not worth it to me to put in the work to handle a lot of deviation from what's in here, so just understand that you're going to be a little more constrained in what you can do." And honestly, I think that's fine for a game that lasts a month or two, but I'd hate it for a long-term thing.
This may not really be what you’re asking, but have you thought about going more old school and running some of those earlier edition modules that are designed for higher levels? Many are online and have 5e conversions. Then you can just bridge your group to the next one.
Have you had a look at Tales of the Yawning Portal? That has 5e adaptations of several adventures, including ones for "11th level characters" (according to the intro) such as Against the Giants. And it has Tomb of Horrors which is for "high level characters."
Maybe you could do Against the Giants and Tomb with them after Strahd?
Rollback Post to RevisionRollBack
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.
This may not really be what you’re asking, but have you thought about going more old school and running some of those earlier edition modules that are designed for higher levels? Many are online and have 5e conversions. Then you can just bridge your group to the next one.
I have been looking into doing just that. I have tons of earlier edition material, and even though I have looked at most of the 5E conversions that are online, they don't translate into 5E as written. I have several of my own conversions that are works in progress.
The way I handle situations like this is to drop foreshadowing in well ahead of time for the next adventure so that, to the players, it seems like a contiguous story. Kinda like how a TV series sets up next seasons “bad guy” towards the end of the last season so the audience (your players in this case) doesn't feel like one story stops and then another one starts because they blend directly into each other.
I am an old-school D&D player, so I am used to the earlier editions releasing modules that were for levels 1-3, or 5-7, etc and with a wide variety of scenarios. With 5E having adventures that take you from 1-11+, how do you move forward with the same characters?
For example, my group will finish Curse of Strahd at level 10 or 11, but let's say we decide to go with Tomb of Annihilation next...it is rated for 1-11. How do you start that adventure with level 10 characters? Does 5E just assume everyone wants to roll up new characters at the conclusion of every adventure?
In general, yes, 5e assumes that everyone will make new characters, because their data shows that practically no one plays at higher levels. That’s not exactly helped by the lack of high level content, but I do sincerely believe they’re basing that on data gathered when there WAS more high-level content. But 5e is probably more popular than D&D has ever been, so if you ask me it’s worth taking another look.
What’s also true is that the hardcover adventures are more campaigns than adventures. Narratively, they provide finality, so it’s probably more satisfying not to move onto the next thing with the same characters.
I don’t personally run the published adventures though. I come up with my own stuff, and the way my campaign is structured is that each adventure is one level, and it all fits together like a TV series. They move on to the next adventure because they get a new job or whatever.
Yeah I do the same as you. Back in 1991 our group went through Tomb of Horrors at relative high levels (and it was brutal). I don't recall what but probably 9-12.
Sounds like you would just pull out Chapter 5 and add the tomb to your campaign. Not so much value of course, might as well just use the original tomb and convert the monsters.
We started 5E using my own stuff, but Curse of Strahd really called to me, and we were at a perfect point in the story to have the PCs transported to Barovia. Since the group will finish up in a few months, I was trying to plan what was next for them. Most likely, if they successfully escape Barovia, they will be transported back to the original spot that started all of this and it will seem as if they never left; except they will be much more experienced and ready to accept harder challenges.
For me, I am more suited to the playing style of having a long-term character that you really bond with and they have some actual goals to reach that affect the fantasy world around them.
Yeah, that's the kind of game I'm more into as well. The published adventures don't suit it particularly well, I think. If the players want to have a greater impact on the world, the DM has to go off-book, and the more it happens the less helpful the book will be later. It's why I prefer to just use my own ideas from the get-go. I think I'd only be comfortable running a published adventure if I were upfront with my players in saying "This a published adventure and it's not worth it to me to put in the work to handle a lot of deviation from what's in here, so just understand that you're going to be a little more constrained in what you can do." And honestly, I think that's fine for a game that lasts a month or two, but I'd hate it for a long-term thing.
This may not really be what you’re asking, but have you thought about going more old school and running some of those earlier edition modules that are designed for higher levels? Many are online and have 5e conversions. Then you can just bridge your group to the next one.
Have you had a look at Tales of the Yawning Portal? That has 5e adaptations of several adventures, including ones for "11th level characters" (according to the intro) such as Against the Giants. And it has Tomb of Horrors which is for "high level characters."
Maybe you could do Against the Giants and Tomb with them after Strahd?
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 have been looking into doing just that. I have tons of earlier edition material, and even though I have looked at most of the 5E conversions that are online, they don't translate into 5E as written. I have several of my own conversions that are works in progress.
The way I handle situations like this is to drop foreshadowing in well ahead of time for the next adventure so that, to the players, it seems like a contiguous story. Kinda like how a TV series sets up next seasons “bad guy” towards the end of the last season so the audience (your players in this case) doesn't feel like one story stops and then another one starts because they blend directly into each other.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting