**TLDR: Newish DM LF a mod of moderate difficulty. Not too hard but no training wheels. Heroic and not \*too\* dark. No anthologies. Not too short. Not \*too\* RP heavy. 4 players**
So I’m a newish DM. I’m running one game of wild Beyond the Witchlight to level 5 which is ongoing, and another to level 4 which just fell apart due to personal drama. We have replacement players and are back up to a 4 person party. I’m trying to decide whether to continue the current WBtW campaign and introducing the new players vs starting a new campaign. I'm leaning towards new campaign.
I really don't want to toot my own horn but I feel like I've taken well to DMing considering my amount of experience. I worked with the players to create really involved backstories that fit into the module so they're immersed. I've used plenty of homebrew to buff where I feel the module is lacking. And I've gotten pretty good at planning ahead enough to be prepared, but not so much that I'm stressed and/or railroading players. That being said, I'm still new. I feel given enough time that I'd be able to handle most easy-moderate difficulty \*plots\*. What I need to work on is mechanics, specifically in combat.
The players range in experience. One very experienced but only with 3.5. One who's played a couple times, and two who have each played once. The two I know best definitely tend to... \*lean\* into preferring combat. Bot full on murder hobos, but definitely aren't afraid to start fighting. I'd like a module that maybe isn't combat-heavy, but definitely isn't combat-light. Also I'm looking for something that lean's more railroad than sandbox. I don't want it to \*feel\* forced. But my players are interested in following a specific plot.
So choices
LMoP and DoIP both just fail to catch my fancy. I simply can't seem to get excited for them. I know there's homebrew for them that change things up, but whatever I read just doesn't seem to hook me. Also I'm interested in running something longer than levels 1-5. Ideally something like 3-13 or 5-15. If you all really disagree, feel free to change my mind though.
CotN really caught my eye and has been in the lead until today. I’ve only researched as far as reviews online and on YouTube but I like what I see so far. I especially like the rival system and I'm not daunted by the idea of managing their stories alongside the party. It seems like a challenge but a fun one. I also like the drawn out time table. Witchlight all happens within, like a couple weeks which seems rushed and a weird pace to have characters level from 1-8. Also the level progression is exactly on point. I have a very general overview of the mythology, but it's not that in depth. That all being said when I asked the sub, the results were about 50/50 split (which I didn't expect). They mostly said managing the rivals is difficult (I'm not too concerned), the politics are challenging (that could be a concern), and the setting was bland (I'm sorta looking for a traditional setting).
CoS seemed PERFECT for me. I'd really like to run it, but I'm worried it's just too dark for my players. They're looking for a more traditional heroic tone. Do y’all agree?
JttRC, TFYP, and GoS are off the table. I've heard good things, but I'm not interested in anthologies right now
PotA I know little about but it seems like a contender at first glance. Leveling is good. Tone is good. Focus on combat. Though it sounds like it might be too setting specific and TOO combat focused for me personally.
Dragonheist I hadn't considered until now because I've already played through it. Though that could be a good think. However it's very short, and pretty RP dependent.
So that's where I'm left. I'll just also add that I know next to nothing about non-WoTC modules. I shy away from them but don't really know why. Maybe because they seem like they'd be less reliable? If you read this far gods bless you. I'm open to all advice including correcting me if you believe I got anything wrong. Thank you for all of the help!
One of the problems is that "too" is practically the superlative expression of subjective. It's hard to know what that really means for you.
Some comments on what you've said:
There aren't many adventures that run 3-13 or 3-15. Most start at 1. A few go to 13, not many at all go to 15. The nearest might be Dungeon of the Mad Mage, 5-20, but has next to no story so you'll be challenged to create a narrative. Storm King's Thunder and Rime of the Frostmaiden both give ample opportunity to start later, the former runs to 11 and the latter to 13. All the others that start after level 1, AFAIW, are short. If you got Dragon of Icespire Peak and the Beyond Icespire Peak Trilogy, you'd easily be able to run 3-13, but you didn't like that module, so. Remember that you can adjust difficulty by changing encounters to match the level. If you want to keep L4 characters but start the narrative at what would L1, just make the encounters more difficult by adding creatures and buffing enemies until the levels synch up - just make sure your players know their characters will not be levelling up for ages.
CoS - never played it, but if you want to change the tone, that's generally pretty easy. The tone and atmosphere is much more set by how the DM and players RP stuff than the book. I've not played or read CoS, but I don't see why you couldn't change it to be more to your liking. Just read ahead and maybe alter a few events which may not be conducive to your vision, as written.
I'm not entirely sure why anthologies are a problem, to be honest. Their main weakness is generally that they don't have a preexisting overarching narrative (although there is normally a basic one that naturally fits), which you seem happy to add in. They'd be great contenders for modifying the level structure to your liking. If you're happy with alight overarching narrative (Eg, your characters are working at Candlekeep library and get themselves into hijinks), then they could be awesome But if you don't like them, then you don't like them.
From what I've seen of Dragon Heist, if that's one that could fit...then any will do, to be honest. It seems so far from what you've asked that if you'd be happy with it...then you'd be happy with any. If you want railroady, I'd stay away from Rime of the Frostmaiden. It's written around the idea of an open world, a Skyrim type set up, and if you're wanting a tight narrative, it'll disappoint - it's just not that kind of campaign. STK, from what I've heard, is more railroady, but it does finish at 11, so I'd start from 1.
I'm sorry I can't be of much help, but really, modules are best matched up by theme rather than by loose guidelines of "not too much either way", because unless we've played several of the same modules to see what your opinions are of each to compare, we can't know how that maps out. Hopefully you've found something.
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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.
If you're open to 3rd party modules, Odyssey of the Dragonlords is a great adventure. Though you'd probably have to start at level 1, because of story elements I'm not sure how possible it would be to adjust to a higher level start. Maybe just up the initial challenges and don't level them for a while?
Curse of Strahd is about as perfect as a 5E adventure can get.
CoS is a beast of a module with dozens upon dozens of places to engage, scenes, subplots, NPCs you name it.
I firmly believe that EVERY DND player should play through CoS at least once in their gaming lifetime.
That said, there is a decent amount of dark. Most of the stories are steeped in tragedy and while you can lighten the mood with storytelling, you'll also be doing a lot of editing along the way. Now that said I'm running it right now as a 1920's pulp action horror story along lines of Brandon Fraser's "The Mummy". We have laughs but we also have dark twists. We have banter but we also have horrifying moments of shock.
We also have the warlock failing the save to avoid being eaten by a giant goat monster.
I think the important thing to remember is the YOU are the DM, so what you plan and say goes. This part of the story need a little combat lift? Throw one in. Need to stretch the lore and RP over here? Do it. Find a general story/setting you like and go from there, don't worry if it doesn't have the perfect balance of RP-to-combat that you wish it did, make it happen. Yeah, it can make a little more work than just propping the book up and reading it off, but -most- modules are like that, meant to be adjusted and flavored toward the group.
Like CoS. Don't want it so dark? Make it campy. Scooby Doo it up. Sure there might be a few "Zoiks!" moments but then you all eat hero sammiches and all is well again. Want to start the adventure at a higher level? Sure, why not? Change the encounters to make them more difficult if you like (see: combining monsters/abilities). One part seems to difficult to manage (like politics)? Let the players know you're going to downplay the aspect a bit and emphasize other parts.
Never, ever feel tied down to a module and feel like you HAVE to do it EXACTLY like the module says. They are a story telling aid, but YOU are the story teller. The more you make it your own the more you will enjoy it. Finally, no one ever said you can't combine modules either...need a break from the Wildlight? Oh look, the ship to the Radiant Citadel where a player's race needs help somewhere...or whatever! Maybe in that side journey they get a chance for character development and find some special items for later use!
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**TLDR: Newish DM LF a mod of moderate difficulty. Not too hard but no training wheels. Heroic and not \*too\* dark. No anthologies. Not too short. Not \*too\* RP heavy. 4 players**
So I’m a newish DM. I’m running one game of wild Beyond the Witchlight to level 5 which is ongoing, and another to level 4 which just fell apart due to personal drama. We have replacement players and are back up to a 4 person party. I’m trying to decide whether to continue the current WBtW campaign and introducing the new players vs starting a new campaign. I'm leaning towards new campaign.
I really don't want to toot my own horn but I feel like I've taken well to DMing considering my amount of experience. I worked with the players to create really involved backstories that fit into the module so they're immersed. I've used plenty of homebrew to buff where I feel the module is lacking. And I've gotten pretty good at planning ahead enough to be prepared, but not so much that I'm stressed and/or railroading players. That being said, I'm still new. I feel given enough time that I'd be able to handle most easy-moderate difficulty \*plots\*. What I need to work on is mechanics, specifically in combat.
The players range in experience. One very experienced but only with 3.5. One who's played a couple times, and two who have each played once. The two I know best definitely tend to... \*lean\* into preferring combat. Bot full on murder hobos, but definitely aren't afraid to start fighting. I'd like a module that maybe isn't combat-heavy, but definitely isn't combat-light. Also I'm looking for something that lean's more railroad than sandbox. I don't want it to \*feel\* forced. But my players are interested in following a specific plot.
So choices
LMoP and DoIP both just fail to catch my fancy. I simply can't seem to get excited for them. I know there's homebrew for them that change things up, but whatever I read just doesn't seem to hook me. Also I'm interested in running something longer than levels 1-5. Ideally something like 3-13 or 5-15. If you all really disagree, feel free to change my mind though.
CotN really caught my eye and has been in the lead until today. I’ve only researched as far as reviews online and on YouTube but I like what I see so far. I especially like the rival system and I'm not daunted by the idea of managing their stories alongside the party. It seems like a challenge but a fun one. I also like the drawn out time table. Witchlight all happens within, like a couple weeks which seems rushed and a weird pace to have characters level from 1-8. Also the level progression is exactly on point. I have a very general overview of the mythology, but it's not that in depth. That all being said when I asked the sub, the results were about 50/50 split (which I didn't expect). They mostly said managing the rivals is difficult (I'm not too concerned), the politics are challenging (that could be a concern), and the setting was bland (I'm sorta looking for a traditional setting).
CoS seemed PERFECT for me. I'd really like to run it, but I'm worried it's just too dark for my players. They're looking for a more traditional heroic tone. Do y’all agree?
JttRC, TFYP, and GoS are off the table. I've heard good things, but I'm not interested in anthologies right now
PotA I know little about but it seems like a contender at first glance. Leveling is good. Tone is good. Focus on combat. Though it sounds like it might be too setting specific and TOO combat focused for me personally.
Dragonheist I hadn't considered until now because I've already played through it. Though that could be a good think. However it's very short, and pretty RP dependent.
So that's where I'm left. I'll just also add that I know next to nothing about non-WoTC modules. I shy away from them but don't really know why. Maybe because they seem like they'd be less reliable? If you read this far gods bless you. I'm open to all advice including correcting me if you believe I got anything wrong. Thank you for all of the help!
One of the problems is that "too" is practically the superlative expression of subjective. It's hard to know what that really means for you.
Some comments on what you've said:
There aren't many adventures that run 3-13 or 3-15. Most start at 1. A few go to 13, not many at all go to 15. The nearest might be Dungeon of the Mad Mage, 5-20, but has next to no story so you'll be challenged to create a narrative. Storm King's Thunder and Rime of the Frostmaiden both give ample opportunity to start later, the former runs to 11 and the latter to 13. All the others that start after level 1, AFAIW, are short. If you got Dragon of Icespire Peak and the Beyond Icespire Peak Trilogy, you'd easily be able to run 3-13, but you didn't like that module, so. Remember that you can adjust difficulty by changing encounters to match the level. If you want to keep L4 characters but start the narrative at what would L1, just make the encounters more difficult by adding creatures and buffing enemies until the levels synch up - just make sure your players know their characters will not be levelling up for ages.
CoS - never played it, but if you want to change the tone, that's generally pretty easy. The tone and atmosphere is much more set by how the DM and players RP stuff than the book. I've not played or read CoS, but I don't see why you couldn't change it to be more to your liking. Just read ahead and maybe alter a few events which may not be conducive to your vision, as written.
I'm not entirely sure why anthologies are a problem, to be honest. Their main weakness is generally that they don't have a preexisting overarching narrative (although there is normally a basic one that naturally fits), which you seem happy to add in. They'd be great contenders for modifying the level structure to your liking. If you're happy with alight overarching narrative (Eg, your characters are working at Candlekeep library and get themselves into hijinks), then they could be awesome But if you don't like them, then you don't like them.
From what I've seen of Dragon Heist, if that's one that could fit...then any will do, to be honest. It seems so far from what you've asked that if you'd be happy with it...then you'd be happy with any. If you want railroady, I'd stay away from Rime of the Frostmaiden. It's written around the idea of an open world, a Skyrim type set up, and if you're wanting a tight narrative, it'll disappoint - it's just not that kind of campaign. STK, from what I've heard, is more railroady, but it does finish at 11, so I'd start from 1.
I'm sorry I can't be of much help, but really, modules are best matched up by theme rather than by loose guidelines of "not too much either way", because unless we've played several of the same modules to see what your opinions are of each to compare, we can't know how that maps out. Hopefully you've found something.
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.
Tyranny of Dragons - Tyranny of Dragons - Sources - D&D Beyond (dndbeyond.com)
level 1 - 15, and there's also a series from Sly Flourish (Mike Shay) on how to set it up as a DM if you want some "Lazy DM" tips - Hoard of the Dragon Queen: Greenest in Flames: SlyFlourish.com
Curse of Strahd is about as perfect as a 5E adventure can get.
If you're open to 3rd party modules, Odyssey of the Dragonlords is a great adventure. Though you'd probably have to start at level 1, because of story elements I'm not sure how possible it would be to adjust to a higher level start. Maybe just up the initial challenges and don't level them for a while?
CoS is a beast of a module with dozens upon dozens of places to engage, scenes, subplots, NPCs you name it.
I firmly believe that EVERY DND player should play through CoS at least once in their gaming lifetime.
That said, there is a decent amount of dark. Most of the stories are steeped in tragedy and while you can lighten the mood with storytelling, you'll also be doing a lot of editing along the way. Now that said I'm running it right now as a 1920's pulp action horror story along lines of Brandon Fraser's "The Mummy". We have laughs but we also have dark twists. We have banter but we also have horrifying moments of shock.
We also have the warlock failing the save to avoid being eaten by a giant goat monster.
Which is a lot to say "it can be done".
"Teller of tales, dreamer of dreams"
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**Streams hosted at at twitch.tv/LaternNoir
I think the important thing to remember is the YOU are the DM, so what you plan and say goes. This part of the story need a little combat lift? Throw one in. Need to stretch the lore and RP over here? Do it. Find a general story/setting you like and go from there, don't worry if it doesn't have the perfect balance of RP-to-combat that you wish it did, make it happen. Yeah, it can make a little more work than just propping the book up and reading it off, but -most- modules are like that, meant to be adjusted and flavored toward the group.
Like CoS. Don't want it so dark? Make it campy. Scooby Doo it up. Sure there might be a few "Zoiks!" moments but then you all eat hero sammiches and all is well again. Want to start the adventure at a higher level? Sure, why not? Change the encounters to make them more difficult if you like (see: combining monsters/abilities). One part seems to difficult to manage (like politics)? Let the players know you're going to downplay the aspect a bit and emphasize other parts.
Never, ever feel tied down to a module and feel like you HAVE to do it EXACTLY like the module says. They are a story telling aid, but YOU are the story teller. The more you make it your own the more you will enjoy it. Finally, no one ever said you can't combine modules either...need a break from the Wildlight? Oh look, the ship to the Radiant Citadel where a player's race needs help somewhere...or whatever! Maybe in that side journey they get a chance for character development and find some special items for later use!