It is definitely a Dungeon Crawl, and it can be run just as a kill and move on type scenario - but there is room for more. You can address the challenges in the adventure with role playing instead of rolling to attack. There are some hooks the DM can work in, and if you ran Dragon Heist first, there are ways to play off of it. Further, there is a lot of intentionally reserved room to augment the adventure.
I play in a game where we spend 95% of our time in the dungeon and tend to solve most of our encounters with violence so far (this is due to character backgrounds that make most of the intelligent things we've met the sworn enemy of someone in the group). The DM is great, the group is fun ... but I find it to be one of the least exciting adventures this group has done together.
If I ran it, I'd be using some homemade additions, some materials from the DM's guild, and moving a lot of action back to Waterdeep itself so that the PCs spent about 2/3 of their time in the Dungeon of the Mad Mage and 1/3 of the time in the city, in the surrounding area, or doing supplemental adventures elsewhere entirely. They'd be dealing with politics and 'domestic threats' as often as they are playing the Dungeon.
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D&D since 79. New to the Carolinas and looking for Gamers.
It's one of the (or possibly THE) largest dungeon crawls in the game. That's mostly all there is to it, though there are some metanarratives throughout that concern Halaster and the various factions in the dungeon. I'd also say that the dungeon is big enough that you could probably homebrew in your own quests and they wouldn't even touch the sides.
This is one of the most important modules you could ever run as a DM and play as a player. Definitely get it.
A lot of people don’t understand what Dungeons and Dragons is at its core- it is a game where you clear dungeons and slay dragons. That is the whole point.
This module will teach you how to make good dungeons as a DM if you pay careful attention to the design philosophy at work, and give you valuable experience in how to tackle them as a player.
Again, most important module you could ever play.
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I'm looking to purchase an adventure and was wondering if Dotmm was essentially a large dungeon crawl, or if there was more to it?
Thanks in advance -TC
It is definitely a Dungeon Crawl, and it can be run just as a kill and move on type scenario - but there is room for more. You can address the challenges in the adventure with role playing instead of rolling to attack. There are some hooks the DM can work in, and if you ran Dragon Heist first, there are ways to play off of it. Further, there is a lot of intentionally reserved room to augment the adventure.
I play in a game where we spend 95% of our time in the dungeon and tend to solve most of our encounters with violence so far (this is due to character backgrounds that make most of the intelligent things we've met the sworn enemy of someone in the group). The DM is great, the group is fun ... but I find it to be one of the least exciting adventures this group has done together.
If I ran it, I'd be using some homemade additions, some materials from the DM's guild, and moving a lot of action back to Waterdeep itself so that the PCs spent about 2/3 of their time in the Dungeon of the Mad Mage and 1/3 of the time in the city, in the surrounding area, or doing supplemental adventures elsewhere entirely. They'd be dealing with politics and 'domestic threats' as often as they are playing the Dungeon.
D&D since 79. New to the Carolinas and looking for Gamers.
It's one of the (or possibly THE) largest dungeon crawls in the game. That's mostly all there is to it, though there are some metanarratives throughout that concern Halaster and the various factions in the dungeon. I'd also say that the dungeon is big enough that you could probably homebrew in your own quests and they wouldn't even touch the sides.
This is one of the most important modules you could ever run as a DM and play as a player. Definitely get it.
A lot of people don’t understand what Dungeons and Dragons is at its core- it is a game where you clear dungeons and slay dragons. That is the whole point.
This module will teach you how to make good dungeons as a DM if you pay careful attention to the design philosophy at work, and give you valuable experience in how to tackle them as a player.
Again, most important module you could ever play.