I am a new DM here, I recently did a one shot to practice DM and the group I played with were wanting to do a campaign next. They decided they want to do Hoard of the Dragon Queen. I am kind of nervous as I see that people say it has a few flaws as it was the first module to release for 5th edition. I am looking for anyone that has ran it recently and can offer any tips or tricks that would make this campaign better for a new DM. If anyone can help me it will be much appreciated.
Even before the flaws were fixed, the main complaint about it is how linear it is. From the second or third chapter on, it's all about just following the money. This can lead to a feeling of being forced to only follow one objective throughout the module. But with that said, it is a pretty good module for a starting DM for exactly this reason. Make sure to land the necessity of following the treasure, and your players should be less likely to want to wander off to a different part of the world.
Another complaint is the caravan. It's 30 days of travel, during which the module expects the players to try and find information, etc. Again, though, this is a great chance for you to get some practice with NPC roleplaying and running mini encounters, all given by the module.
I have a group of 10 that just finished it. There were times that a few voiced complaints, mainly because they had worked out some (admittedly) interesting backstories, and the module didn't allow for exploring them. I was able to work in some small RP moments in the larger towns (they only spend a day or two in each of the larger cities). Basically, they researched X for their character's backstories, and realized they needed to be more experienced, so figured it was a good idea to keep pushing on.
After HoDQ, if you continue, it is much easier to let them have some sandbox time for their characters as well as work in elements from Rise of Tiamat.
Even before the flaws were fixed, the main complaint about it is how linear it is. From the second or third chapter on, it's all about just following the money. This can lead to a feeling of being forced to only follow one objective throughout the module. But with that said, it is a pretty good module for a starting DM for exactly this reason. Make sure to land the necessity of following the treasure, and your players should be less likely to want to wander off to a different part of the world.
Another complaint is the caravan. It's 30 days of travel, during which the module expects the players to try and find information, etc. Again, though, this is a great chance for you to get some practice with NPC roleplaying and running mini encounters, all given by the module.
I have a group of 10 that just finished it. There were times that a few voiced complaints, mainly because they had worked out some (admittedly) interesting backstories, and the module didn't allow for exploring them. I was able to work in some small RP moments in the larger towns (they only spend a day or two in each of the larger cities). Basically, they researched X for their character's backstories, and realized they needed to be more experienced, so figured it was a good idea to keep pushing on.
After HoDQ, if you continue, it is much easier to let them have some sandbox time for their characters as well as work in elements from Rise of Tiamat.
Thank you so much, This is really helpful information and glad that someone who just ran it was able to reply. I appreciate all your guys help and if we do decide to run this because now after all the time I spent yesterday doing research and looking for help ( cause they were really insisting we run HotDQ) they decided since its my first time officially DMing they want to give me a easier campaign to run before we do this one . So atleast I got some help since we are most likely running this one after the one they chose (I think they chose lost mines but not sure).
For sure take the time to thoroughly read and plan chapter four. I had to read it a week prior, and take notes on how i wanted it to happen so it made sense to me. As written between what they say at the very end ofchapter 3 and all of 4, it didn't make much sense until i sat for a few hours and made notes.
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Yes, and.
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Hello,
I am a new DM here, I recently did a one shot to practice DM and the group I played with were wanting to do a campaign next. They decided they want to do Hoard of the Dragon Queen. I am kind of nervous as I see that people say it has a few flaws as it was the first module to release for 5th edition. I am looking for anyone that has ran it recently and can offer any tips or tricks that would make this campaign better for a new DM. If anyone can help me it will be much appreciated.
Some good advice here:
https://www.enworld.org/threads/enhancing-hoard-of-the-dragon-queen-practical-stuff-to-try-at-your-table.394128/
More good news, the adventure was recently rewritten and should be improved compared to all the bad reviews over the years.
Even before the flaws were fixed, the main complaint about it is how linear it is. From the second or third chapter on, it's all about just following the money. This can lead to a feeling of being forced to only follow one objective throughout the module. But with that said, it is a pretty good module for a starting DM for exactly this reason. Make sure to land the necessity of following the treasure, and your players should be less likely to want to wander off to a different part of the world.
Another complaint is the caravan. It's 30 days of travel, during which the module expects the players to try and find information, etc. Again, though, this is a great chance for you to get some practice with NPC roleplaying and running mini encounters, all given by the module.
I have a group of 10 that just finished it. There were times that a few voiced complaints, mainly because they had worked out some (admittedly) interesting backstories, and the module didn't allow for exploring them. I was able to work in some small RP moments in the larger towns (they only spend a day or two in each of the larger cities). Basically, they researched X for their character's backstories, and realized they needed to be more experienced, so figured it was a good idea to keep pushing on.
After HoDQ, if you continue, it is much easier to let them have some sandbox time for their characters as well as work in elements from Rise of Tiamat.
Are you talking about the tyranny of dragons module?
Thank you so much, This is really helpful information and glad that someone who just ran it was able to reply. I appreciate all your guys help and if we do decide to run this because now after all the time I spent yesterday doing research and looking for help ( cause they were really insisting we run HotDQ) they decided since its my first time officially DMing they want to give me a easier campaign to run before we do this one . So atleast I got some help since we are most likely running this one after the one they chose (I think they chose lost mines but not sure).
Yes. DDB has updated the 2 books in accordance with that rereleased module. (The books are still separate because WotC, I think).
Ahh ok i was looking at maybe getting the physical book only because the one place i go to play doesnt have a internet connection
For sure take the time to thoroughly read and plan chapter four. I had to read it a week prior, and take notes on how i wanted it to happen so it made sense to me. As written between what they say at the very end ofchapter 3 and all of 4, it didn't make much sense until i sat for a few hours and made notes.
Yes, and.