This is one of your best episodes, full stop. The commentary on the requirements for good module design and you highlighting how shorter, and one-person made content to be able to stand on their legs alongside the big production products was INCREDIBLE and extremely motivating for a lot of people out there who want to get into this either as a hobby or professional. Great stuff, loved it.
I second this! Yes, it’s very inspiring to think that as a solo designer I could find success bringing something to market and might even have a better chance than an overproduced designed by committee product. As an artist and writer it can be daunting and overwhelming to think of the competition and perceived challenges, and the imagination can be a terrible thing. This really puts things in perspective. Keep it clear, short, leaning towards adventure based vs campaign setting content, and yam shaped. These are helpful and flexible boundaries.
As a patreon of sly flourish, not only do I get a warm and fuzzy feeling whenever I hear the thanks in a video, I also think that the money I spend on it is some of the best value I have gotten so far, regarding TTRPGs.
I think Curse of Strahd splits the difference between presenting an amazing reasonably digestible campaign setting and gives a flexible idea for a campaign to run in it. It looks like Monty and Kelly took this approach with Dungeons of Drakkenhiem too!
I've found out if Numenera/Cypher is a gamer's first ttrpg, they take to like a fish to water. Ironically, it's the players who are very set in their expectations of how a ttrpg goes that get tripped up and frustrated. The tighter they hold onto how they *think* an rpg should run, the longer it takes them to wrap their head around a fantastic game.
What I use to evaluate an adventure is as follows: 1) Plug-and-Play-ability. I need adventures to be easy to drop into a homebrew game, or they are useless to my players who don't like WOTC settings. 2) Length. I appreciate adventures that only do one level-up, or a swath of 5 levels at most. 3) Activity/Puzzle Design. I NEED puzzles to be engaging and interesting for my players. 4) Actually using mechanics. I have been fooled into purchasing some 3rd party adventures in the past that actually neglect to put DCs for obstacles, or stats for monsters, either as a mistake or just out of laziness.
Lately I’ve not put in specific DCs to help the DM make it theirs. It’s not out of laziness but brevity and flexibility. I’m sure it’s not for everyone.
Slapping DCs on challenges is pretty easy, but creating monster stats on the fly is less so, for sure. Good point about puzzles! Those take a particular kind of mind to come up with. I don't have that kind of mind, lol.
This video is tremendously useful for me because I find it very hard to figure out if an adventure works for me until I've read almost the whole thing, and online reviews tend to not be helpful since they usually focus more on their highly specific experiences running the adventure than in the written material
Happy to see Shadow of the Demon lord on here. Also your S-tier picks are all phenomenal choices and definitely some of the most fun I've had DM-ing or playing in!! Great commentary on them as well.
Mike I have come to this video late. This is a stellar video. I loved you Key experiences section, It ticks so many of my boxes: 1 known setting 2 Work needed to make it work well 3 tweaks you have to make as opposed to want to make This criteria stated clearly at the start of the video had me appreciating the ranking thereafter. I am currently running SKT [1 year so far], Hoard [on its third year and Tomb [2nd year] and I have known I have liked them but you have helped me to quantify why. I own all of your S, A & B choices with the exception of Shadow if the Demon Lord and Shadowdark. So, I have my next choices worked out for when those campaigns end. My group in Tomb wanted me to run Rime if they wiped more than 3 times in the actual tomb, after watching this video, I dont think I will bother. Once more thank you so much, really instructive and helpful
Since two years i‘m running ghosts of saltmarsh and i‘m glad you put it in higher tiers. I‘m running it with a few adjustments (including your tips on your website) and i connected the single adventures together into one big story. We really like it
Thoughtful video Mike. I appreciate hearing you analyze the beneficial components of your favorite adventures and campaigns. Turns out that means: an open structure (especially yam shaped), fast and concise design for use at the table, flexibility, clear motivations, and campaign setting tools and material. Plus you like lighter tone. I value those things too. I especially love design for ease of use (if I can run it blind with no deep-reading, that's a huge bonus), so editing for clarity and info density is important. I like flexibility and open structures. I like clear information hierarchy that reveals details as players interact, and cool content for them to interact with besides just combat because this encourages exploration. I like atmosphere or a vibe that gets me excited, and relevant gameplay tables to support those themes, especially weirdness. I want more strong evocative scenes that are dynamic and open-ended. I love cool art that inspires me, but that's not a deal breaker. I don't like weak hooks/motivations, nor superficial ideas that create more work for me without actually providing interactive content (unless they are very thoroughly developed ideas). I don't like weak editing and formatting that makes me scour each page for details. I don't care much about ballence if lethal threats are well telligraphed and well rewarded, but I like things to be roughly challenging if possible. Reasons for my players to scheme and plan are welcome. I take most of my philosophy from OSR/NSR circles.
It is so interesting to see how different DMs rank different adventure books and settings. You see such a variety. It really goes to show that there are all kinds of different preferences and styles out there, and that they can all be really great and fun! I imagine rankings would change over time too depending where a DM is in their journey
Great commentary. It helped me realize that personally, I'm more willing to forgive needing to do more work to fix a book if I'm extremely interested in the setting/theme. There's a correlation there for sure.
At 25:21 - I love the 3 option job board, reminds me of anime fantasy settings and it's just convenient bc the players all know this. To me, it's fun meta. Another option I thought of is that when they complete the 2 and you change to 3 new ones, maybe the job they decided not to take returns but it's changed or escalated bc no one took the job
Everything in your S tier are adventures run in regional areas with minimal long distance travelling. Maybe Eberron is an exception but it shifted from Sharn to The Mournland, both feel regionally based to me. Nice focused campaigns without the bloat of going too wide with adventures like the lower ranked ones.
That's because D&D have no system support for long distance travel. You either pack it with smaller adventures or make a montage description that is most likely boring for players. Any long travel falls apart. Tomb of Annihilation tried to introduce hexcrawl but even that had some issues.
Frostmaiden requires some work to make work perfectly but it has so much else going for it that this ranking seems bonkers to me. Players LOVE it because of the atmosphere, the NPCs, and the cool maps and it has a pretty good rep in the community. Having it under stuff like Storm King's Thunder or Out of the Abyss, which I think require way MORE work, doesn't make sense to me.
This was my experience as a player too. I had a DM who im fairly certain did not put in a ton of footwork to make the book function, just knowing him, and there was a lot ot love as a player in it. The one thing ill say, and this is a recurring theme with a lot of WoTC adventures, it absolutely did not stick the landing, But the first 2/3 were great
I am loving Rime, specifically act 2. It just gives you so many adventures you can piece in where you like. Lets you mesh your story with the pre written how you like. Dark Duchess mission being my favorite.
@@Wirthier The first two chapters are really great in this way, I had a lot of fun with moving pieces around. Which of course is good for some DMs but not others (who want an easy play by the book experience).
Played it twice. First time I just thought the DM was a railroady bad DM. Second time I figured out that it was the adventure. This is an adventure that as soon as the dragon makes an appearance, you nearly have to scrap and rewrite in my opinion.
This was so interesting! As a veteran DM, I have also ran many adventures. I did like Eberon, however I felt like you need to do a lot of work on factions, and on sharn to make this work for us. It would really help to have amazing novels in that world to make it exiting (there is one and it’s bad). I liked dragon heist a ton, I also liked yawning portal. I found CoS to be the best dungeon crawl we have ever done! The castle was epic! I find running it like I did back in second edition to be optimal…. Allow the players to go on side quests if they want, but give them the levels and let them go for the castle if they want! I found which light to be a bit weaker than you did. All in all, I think short and easy to run adventures that you can easily hand to new DMs is a good adventure. I also like adventures I can slot into my game world. I like the fact that characters from the past are now faction leaders. I like building layers in the world each time we play. So for me, a good adventure is something I can run with minimal prep, or hand to someone running their first campaign.
The thing about Numenara and Cypher System is that it's a d20 system with kind of the same DC ranges, but the rolls are handled very differently from D&D. You basically have to run checks the way Brennan Lee Mulligan runs box of doom rolls in Dimension 20. 1. DM says the creature's level from 1 through 10, which basically tells the players what number they need to roll on the d20. Each DC is the level of the challenge or creature times 3. 2. The players tally up their bonuses, which reduce the level of the challenge instead of adding to their roll. Edges are like proficiency bonus. They're always active effects that reduce the level of a type of roll by 1. Efforts cost points from your character's point pools. Run out of points in all your pools, and you die. Then you have items/Cyphers which are single use effects that may further reduce the level of a roll. 3. After the party has done all their nonsense that reduces the level of the roll, they then roll the d20 and hope that they roll above the adjusted level times 3. For Cypher System to work, DMs need to announce DCs first. If you're coming straight from D&D and that sounds insane to you, Cypher System will be harder to run. Also, they've released a reprint of the Cypher System core rules recently, and the books they've funded through backerkit have changed to focus on being theme and genre toolboxes instead of fixed setting guide books. So, some issues might have been ironed out.
I find myself with similar tastes to you Mike. This is likely and partly due to the fact that I learned the DM basics via your books and indirect tutelage via, podcasts, articles and newsletters. Thank you again for all you do for the community and especially DMs. As a newer DM I absolutely prefer yam shaped adventures and setting rich content that has just enough story to help give me solid bones to add muscle and flesh out. I am over a year into running Ghosts of Saltmarsh currently and absolutely love this book and I'm very happy I chose it as my first DM campaign. It has just enough freedom and gaps between adventures for me to fill in my own side stories/adventures and ties to the characters and their backstories/personal quests. :))))
I ran Scarlet Citadel and found it to be really hard to wrangle, your criticism of it is spot on. Now, in the next campaign, I’m simply finding individual shorter modules and linking them to form one overall campaign in my homebrew setting, and my group is having a blast! Lesson for me is, smaller bits of quality, less focus on the overall run from level 1 to 20!
I actually really enjoy this content! Honestly, I just get so much value from listening to your shows while doing my prep, because your investment and joy in the game is infectious.
Love this video concept! Writing this before watching past the third minute... That's a great question. When I think of my favorite pre-published (as opposed to homebrew) campaigns, my criteria would be: 1) DM-friendly presentation- Is the campaign presented in a way that makes sense when preparing for sessions, or am I left wondering what plot points are most important for the PCs? Is it clear how the adventure should "flow" one session to the next, or is it easy to overlook necessary details? 2) Engaging- Does the campaign provide thematic and memorable moments that allow PCs to feel like rock stars and inspire cinematic encounters? 3) Adaptable- Does the campaign allow players to make important decisions about interacting with the setting in a meaningful way? Can the campaign be run multiple times with different groups who have different play styles and still feel satisfying, with meaningful differences upon each re-play? Curse of Strahd has easily been my favorite to run, followed by Wild Beyond the Witchlight and Call of the Netherdeep. The AL season 3 adventures (Rage of Demons) are also an incredibly fun series of adventures to run as a campaign-- I found them even more satisfying than Out of the Abyss (which was also a really fun adventure). My other favorite short-length AL adventures are the Best Friends Forever series and Cloud Giant's Bargain.
I run very differently than Mike but I like this list. My Criteria 1) Battlemaps. I don’t run theater of the mind so I need a battle map for EVERY fight 2) Monsters. My players are power gamers and I need monsters that are challenging and interesting. Bags of HP drive me nuts. 3) To the point. I wanna be able to read it once and get a good idea of the exciting stuff.
5:52 your statement helped me clear up some stuff I've been thinking about in creating a game. I realized that I tend to like settings over an actual published adventure. Give me the setting and lore and some potential hooks and I can come up with an adventure. And if done a certain way, Lazy DM style for instance, it shouldn't be too difficult to do(?). Since LDM and the like are providing a template for that type of thing.
Re: Double-near, I immediately thought of how 13th Age does abstracted distances- they use engaged (melee), close (within a move), near (takes two moves) and far (further but in sight). So I wondered why doesn't SD do this since they have double-near? It's been a while since I ran 13A so I went to double-check my memory and WHOOPS! In reality, *13A only has Engaged, Nearby, and Far!* At some point in my memory I made up a fourth distance!
Is there an adventure in the Blades in the Dark core book? I don't remember one, but it's been a while since I peeked at it. If not, it seems odd to include it here as everything else contains an official adventure that is being ranked. Just wondering if it should be on this list at all.
Blades doesn't and can't really have pre-written adventures, as the events emerge from the player characters and their interactions with the various factions. It does have a different starting scenario depending on the Crew (type of gang) selected, but after that it's very much "play to see what happens". About the only prep I've ever done is to have a handful of job proposals to throw in as complications from a bad roll, or a few NPCs with an interesting agenda seeking help, revenge or somebody to take the fall. (I respectfully disagree with Mike's rating - I think Blades is the best player-centered system I've seen in 40 years of roleplaying - but it's his list!)
The game is meant to be heavily improvised. It's designed for the GM to roll for the core mission details and make it up on the spot. So you can't really do a campaign, and it doesn't really jive with the Sly Flourish prep method.
Remember, the rankings are based on his experience. Mike has a method, and you're absolutely right that I don't know that it really fits with his prep style. I think the only reason I was even able to approach running the game was because I watched Harper's actual play, and even then I don't think I did a great job of it. I'd put the game higher, but it rejects his experience with it.
The point I was trying to make is this...every other book on this list is an adventure or starter rules with adventure(s) included. BiTD is a core rule book without adventures. It doesn't really belong on this list if you're ranking campaigns. All of the other books provide campaign/adventure text. Blades doesn't. I respect Mike's experience with it and share many of the same opinions. It still seems odd to include a core book w/out adventures on a campaign ranking list.
While I' can understand your desire for campaign settings over an actual campaign, I generally prefer having the framework of a campaign I can use and can add my own personal touches to in terms of tying in character back stories or additional subplots. Using your own Grendleroot modules and setting as an example, I tied a couple of back stories into different sections of the campaign (the gnome PC's ancestors had come from Violet Falls or the Shifter's ancestors had crash-landed in a Spelljammer on the side of Blackclaw Mountain and one of them had ended up in the White Queen's village and she got to meet her great-great grandmother). In both examples, the scenario was enhanced by the personal connections but my prep was still easier due to having the complete module to work from, rather than having to design a whole adventure from the ground up to integrate a story into. To each their own, of course, but I tend to prefer campaigns with additional setting material, rather than campaign settings with an intro adventure. Of course, it helps when the campaign doesn't suck, which hasn't been WotC's strong point in the last few years, but I still have a bunch of things in your S to B tiers to run (once I finally finish Grendleroot, which two groups wanted to take to 20, so thanks for the outline to work with and the Dysons Logos map collection you have for Patrons).
@@SlyFlourish Its been lots of fun and every time I reread through sections, I find new things I can bring to the campaign. So many seeds to work with! You may also find it amusing that in one of the two campaigns, a Mountain Dwarf's player badly wanted to "go outside" for an adventure or two, so lo and behold, when I knew we would be missing a couple of players for a month, an arch appeared and they blinked out of Blackclaw Mountain and visited the City of Arches for a couple of short adventures. She got her outside wish (although I did use the Silver Grotto adventure, so she wasn't outside for long for one of them) and I got to drop one of your other campaign settings into the campaign. :)
Personally, what I want out of an adventure/campaign book is a scaffold of locations, quests, NPCs, and relevant setting details, presented in a way that is sensibly organized. These things don't have to be fleshed out in incredible detail. I can create or expand on individual encounters, give NPCs depth, add flavor to environments, and do some doctoring of story or plot details, but I always want to the adventure to provide something concrete that I can put in front of my players without me having to make it up out of whole cloth. When it comes to locations, maps are important. I want a detailed map of any geography or adventure site the players visit, every town or city the players are like to use as a base or adventure in, and battle maps for any locations of set-piece encounters, or other unique locations that the adventure describes. I know that I can source maps online or create my own rough maps, but that's not fun for me, and it's not what I want to spend my time doing. And if I purchase the adventure on a virtual tabletop site, I want the technical implementation of those maps to be correct and usable (Out of the Abyss on Roll20 is horrible in this regard; the travel map is hard to interpret, and the other maps are incorrectly scaled). It doesn't bother me so much if the published material lacks a strong hook for the PCs, because that's usually fairly easy to remedy, and because I usually want to put some work into personalizing that aspect of the adventure anyway. Pure campaign setting books don't appeal to me. I don't really have the patience anymore to read them cover to cover, and already have plenty of established, high-quality campaign settings to choose from.
I really like horror, and icy horror especially seems to click with me. So naturally I was pretty excited for Frostmaiden. But it’s just… it just doesn’t make sense. They spend a paragraph on Auril’s motives, but what she’s doing doesn’t follow from her motives. Most of the adventure you’re wandering around doing unrelated stuff. And then for some reason confronting Auril isn’t the end, and instead there’s an extra chapter to explore an old Netherese city. What? Why?
I don't even understand how to use a campaign setting book. I open up Eberron and just get overwhelmed with impertinent details but find there isn't enough focus to actually adventure in a location. Are there any tips on how to use campaign settings? There are all kinds of videos about "here's how to run Curse of Strahd - chapter by chapter."
I ran a very successful campaign in Eberron for several years, so I'll offer my own experience in doing so. 1. I picked what aspects, countries, and factions I was interested in fairly early on, and stuck with those; if you try to inckude everything from the setting, it's easy to get overwhelmed. From time to time, one of my players would get interested in a different area that I hadn't covered already, so then I would incorporate that. 2. I drew on inspiration from other sources for my story ideas. Since Eberron is heavily influenced by the pulp era (roughly the time between the two World Wars), I chose to do the same. I set a Lovecraft style story in Morgrave University with a twisted professor putting grafts into students, we went to the jungle to find a massive ancient comstruct in a story inspired by King Kong, etc. 3. I let player choices shape the narrative. Rather than keeping the world static, I let the actions of the players impact the world. This helped not only in terms of immersion, it also let the *players* feel like they were making a difference. By the end of the campaign, the Mournland was beginning to recover, and New Cyre was a fledgling state. Using a campaign setting versus a published adventure book is a lot more work, but to me at least, it's much more enjoyable.
When I did death house, I had the party appear naked with no gear and they had to scavenge for gear. It really upped the anti and really put the fear into the party. It set the tone for the whole game going forward.
Amazing episode, very insightful. I really mean it. Here are my criteria (and I run mostly published adventures, with a lot of tweaking and homebrewing added on): 1. The high concept (to borrow film studio language). Does it have a simple but catchy premise to grab my imagination and my players'? 2. How easy it is to run thanks to the layout, advice to DMs, summaries, and cross-referencing of material? 3. Focus on the player characters. Is this campaign focusing more on the NPCs (looking at you Shadow of the Dragonqueen and Turn of Fortune's Wheel) or is it focusing on who the PCs are and what they can do? I want the latter because it always feels more fun and more meaningful. 4. Value outside of the story. Can I strip this for parts? Can I use the maps, locations, adventure seeds, new monsters, etc., in other games? If yes, I will use it. 5. Maps and illustrations. I'm not much of a visual person, so the more and better maps and illustrations there are, the easier I find it in play.
Hoard of the dragon queen is how I found you and I found it great thanks to your advice - wish you had made the same guide for Shadow of the Dragon Queen!
6:00, "wotc making too much adventures and not enough source books", amen brother! My weekly games are Wildemount, Taldorei and this week I start Heckna. I much prefer taking any of the maps that I got from a Patreon subscription and if it inspires me be able to plug it into my game and create a reason of why we're going to that map.
oh seeing someone running heckna out in the wild! Im to afraid of clowns so i cant play or run it but i read it as I really enjoy that book in how it structures the adventure.
Great video. My criteria is pretty flexible. 1) does it have a map or something else I can give the players at the end. I enjoy giving the players souvenirs from the various sites explored and campaigns undertaken. 2) Can I run it with multiple systems? 3) All modules are incomplete and it's important for me to be able to quickly spot gaps so i can figure out if these are the types of gaps I enjoy filling in.
Thanks Mike. This is what we need - an updated review of D&D adventures by someone who's actually run them. Many thanks. FYI - Dungeons of Drakkenheim is the best adventure I've run - better than Curse of Strahd.
The first ever campaign I played and DM'd in any role playing game was Dragon of Icespire Peak. I agree with the lethality. There's a mission where the party encounters a manticore at lvl 1, and the book I feel like really wants you to push for a non-violent resolution, but I think a lot of early players(at least with my group, who were all first time players), can't resist the urge to fight everything remotely looking like a monster before they get bored with combat. I really liked the job board system though, it gave really clear objectives to new players and helped me stay organized as well since I could basically just run them as confined one shots and then just maintain the overarching connected events in the town. Overall I'd say it's a faaaairly good introduction to RPGs. I re-wrote the entire ending, because the stakes were way too low when fighting the dragon. I had the group go up to Ice-Spire Peak, but at the last moment, Cryovain decides to take vengeance on the town below. Our last session was by far the coolest(and not even in the book at all), which was a dragon attack on the town, where also some dragon worshipping cultists also decide to join in to potentially transform Cryovain from a young dragon, to a more ancient and powerful one. Good times.
I'm so pleased Shadowed Keep on the Borderlands is on your S tier. I ran it in my first 1e PF campaign where I used it to follow up Retribution (also by Raging Swan) and it was amazing. I've recently bought the new OSR version to run with OSE and as you say the new stuff is awesome.
I really enjoyed running Waterdeep Dragon Heist into Storm King's Thunder; Lost Mine of Phandelver into Tomb of Annihilation; and Ghosts of Saltmarsh set in Exandria (the Critical Role setting). Right now I'm running Eberron and want to run either Wild Beyond the Witchlight or Curse of Strahd next. Good to hear from you that they are both highly recommended.
I'm actually trying to create a setting/adventure for the first time, and this was very helpful in pointing out some potential mistakes. Some things I already agree about, such as the yam structure and ensuring motivation to take the hooks for the main conflict, but I worry that I have too many moving parts for DM comfort. The idea is that there is a hidden doomsday clock for the BBEG, and as players choose which routes to take and how to resolve conflicts they encounter, conditions and NPCs in other locations begin to change. This isn't meant to be obvious to the player at first, but at some point they will realize they may have wasted time or missed opportunities by making the choices they did. I hope this allows for unique and even replayable campaigns, even with the same setting and villain. In short, it takes time to travel between locations. As time progresses, triggers will happen in the background, and certain events will progress the subplots even without player interaction, so that when they do reach those locations the options or enemies have changed. There are about half a dozen locations. Does this sound like too much?
I noticed there wasn’t any Paizo products up there, which I find strange since their flag ship product is Adventure Paths. Does the mechanical conversion to 5e take too much work for the stories to be worth stealing?
I always consider Storm Kings Thunder as the DMs DM adventure as it's so malleable and really strikes the balance between a liner adventure that provides a DM unlimited sandbox opportunity. It's the most heroic. When I look at what you like and having read your adventures I feel you really love your linear non jay quay Yam adventure which is perfectly fine just the observation I have made. Storms Kings Thunder is pretty much the pinnacle DMs adventure to run. Its not for novices or the DM conditioned to having it all on the page. Took me a while to go ah-ha so this is how its supposed to be run and its been my and my players favourite by a mile ever since - 8 years later. Thanks for sharing
I enjoyed running Storm Kings Thunder. My players spent four game sessions on a blurb about a location that took up half a page. It can also fit great as a tier above Waterdeep adventure. Start in Phandalin or Ice Spire then go to Dragon Heist, next up is storm then finish in Avernus. Four stories each suitable for one tier of play. Adjusting the encounter difficulty takes time but was probably needed based upon party size and mix.
As someone who ran SKT as my first GM experience, I agree. I actually chose it because Mike had some videos and an article of what to modify if you run it. The tips were incredibly useful, but as a brand new GM I found the many open-ended and dead-ended side quests to be a challenge to implement at the table. Still, we had a ton of fun. I might put it in A tier. But it could use a DM’s warning label. And I wish I’d known SCAG could be player-facing, otherwise I would have bought that to help acclimate the players.
I LOVE both of the adventures on F tier but I think it's cause I use them as a general reference and sourcebook for my campaigns. I haven't run an exact Elturel-Zariel storyline, but my players went to Avernus, and I used like 70-80% of the content in those chapters in some way. Same with Frostmaiden, I used it to build my own Icewind Dale and it was a blast! Used both adventures as I use Rising from the Last War honestly. On comparison, I felt miserable running the portions of Princes of the Apocalypse and Hoard of the Dragon Queen I ran, I wished I just had ran a homebrew adventure. Now I'm just stealing some things from those books but I'm not running them at all. Made Yan-C-Bin a cool villain in my world.
Personally afte running a 80 sessions Curse of Strahd campaign, I would rank it D as a resource book. I felt so confused and not helped by the book, I HIGHLY recommend DMs not run it until they are ready spend most of their time on altering / tweaking so many things. If i was in charge of updating the book I would likely remove 50%+ of it. Deathhouse was the best bit I think. I could chat for a few hours about all the things I felt missing in the book.
As a first time DM running Rime of the Frostmaiden, I enjoy hearing your insight into the module. My players and myself are absolutely loving it so far but like you said, it has taken a lot of work. I am curious though, are there any adventures that are very cleanly and well written that I can look at for contrast? Particularly interested in running an old school module from a previous edition
O totally agree LMOP is an S tier 😊. I have been a DM for 2 years. Our history started on August 2022 with this adventure Lost Mine Of Phandalver in our case started with 7 players on Polish Peninsula called Hel 😅 Our team have some rotation but last Sunday we managed to finally finished it with 6 players. I must say it was a great cooperative story. The end of the campaign left my team on open cliff hanger in the form of the fall of the north the siege and complete blockeded off Neverwinter 🥶on bright side due to the teams effort Phandalin was saved (at least its inhabitants) one persone found lost documents proving his ownership of the wave echo cave. The team stole the treasure of the green dragon Cryovain, and with the help of the goblins from Cragmaw Castle whome they convinced with a culinary duel they managed to achive considerable profits thanks to having their own goblin courier company called TPD and MC Dragon foodtracks💸. I think they will now start a Curse of Strahd by sailing a curse ocean hoping they would save one pc and important friendly npc from the unkown General from west🗿. Borovia will be great ❤
I'm glad you champion campaign settings and compare them against adventures. They're really the only product I want. Making up adventures is fun. Making up setting dressing isn't (in my opinion). So setting books are perfect. Shoutout for Ravnica. Probably the most under appreciated WotC book.
I'm still a beginner DM and I'm only running my 2nd campaign but I chose both based on them having "dragon" in their name - Tyranny of Dragons, and Odyssey of the Dragonlords. ToD is how I found Mike in the first place!
Have you run through any of the Adventurers' League campaigns? Dreams of the Red Wizards 9-20 is IMO top tier and I've run it for 3 tables, Oracle of War 1-20 is awesome, took 3 years to play through it at home.
I have been running a youth D&D Program for three years, and I have run Dragon of Icespire Peak four times in two years. I think the structure is perfect for new players, especially when not every player will be there weekly. Plus, the characters get a lot of agency in which plotlines to follow, which changes the whole adventure. Its also the reason I found your channel, because of your review series on the adventure. So i would say its S Tier, once you watch the Sly Flourish video to tune the first level Adventures 😂
I use Swordcoast for making tieflings and half-elves cause it gives good options for making them that doesn't exist in the Handbook (like acknowledging tieflings aren't all 'pact babies' as was presented in 4th and shoehorned into 5th). It is a good book that people seem to want to forget (it was banned from Adventurer's League for a time as it was conspicuously absent from the allowed books list).
Mike, thanks for making this video. It is top tier for sure. You said, I wish I had listened to my gut, and said you know what I'm going to pass on it. But usually for the sake of popularity, I ran it anyway and then sometimes it was a mistake." What adventures were those? Whose popularity (players or community)? I would love to hear more about this. I would also love more info on how to use campaign settings. I read them and take an idea or two out, but I never put it all together. I just never understood how to use that to create your adventures. I would love to see you do a deep dive and demonstrate how to do this. Lastly, do you run mega dungeons? Which would you recommend? Would love to see you do a video on this. Storm Kings Thunder ~ you said C tier but then placed it in B tier. Never mind, you changed your mind and said B tier. I like what you said at the end (around 51:50) "Production quality doesn't matter near as much to me as product design. I feel that way and have felt that way especially when talking about video games. I loved Asheron's Call because you built the character the way you wanted them to be. You spent points to buy skills that you wanted. Sure, you did not get every single skill that you wanted but that is what made it great, characters were not the same (as much as they could be in a mmorpg. Basically, not cookie cutter unless you wanted to follow a build that someone made popular). Later, my friend would not play WOW because it looked cartoony and childish. I thought the game play was better than the mmorpg they were playing (pretty sure it was guild wars 2). I tried it but all we did was get on a boat, die, and run back to the boat to do it again. I have no idea why, or how anyone would think that would be fun. I have no idea what I like as an adventure. I struggle trying to run premade adventures. Although lost mines of Phandelver was fun for me and my players (the green dragon was difficult for me to run). Basically I just run a made up adventure where they go to a dungeon I created, which I don't feel I am good at making, to find loot there. Or someone hires them to get something/explore something/or rescue someone.
I was actually thinking about Tomb of Annihilation as my next campaign, I might review some of your S tier again. I 100% agree with your idea that we are paying someone else to do the work for us. This is a major factor in choosing a campaign for me. I am currently loving curse of Strahd. Sometimes I make a lot of changes, but it runs fine without them, which allows me to relax a bit as the DM.
I’m currently running Out of the Abyss, and am about 1/3 away through the second half. I’ve heard a lot of complaints about the number of NPCs, as you mentioned. I actually stole the finale mechanic used in your Light of Xaryxis campaign for my own. For travel encounters when you have the army of NPCs, the Expedition NPCs will handle the fights unless the party specifically intervenes to take them on by themselves. When they do this, there is a chance of injury or death for their followers. I roll an appropriate number of percentile dice for a particular day’s encounter, and higher than 50% indicates there was an injury they must deal with, slowing travel unless they intervene, higher than 85% indicates there was a chance of death. Those randomly determined NPCs get advantage on a single death save if the party equipped a magic item to that character. They’ve enjoyed it so far.
After getting my first "real" D&D group together I thought we needed something epic and Rime of the Frostmaiden seemed to fit the bill. But playing only once a month smacked headfirst into a game with two much content and weird flow. It's taught me to be a scrappy, self-reliant GM but that's precisely because of Mike's points. Looking for RotFM on youtube is how I found Sly Flourish and Mike's RPG prep sessions in the first place, so hey, that's a good thing in my book.
I had a fantastic time running Rime of the Frostmaiden. I did have to do some work but no more than the usual for a WotC adventure. Sometimes my players grow tired of their characters and want to change, and the structure allows for that as you move through the major arcs of the campaign.
I really liked Lost Mines of Phandelver as well, I have ran it for various groups maybe 6 times. I like the goblin ambush, because it makes folks take the danger more seriously. Its a very strong start to DnD. I bought the book too, and have also not run it, stopped DMing when Covid happened, had two kids, and have not got back into gaming yet.
I am shifting towards OSR material because the layout and presentation of the information for the dm is so much more usable on the table. I have really been itching to run 'The secret of the black crag' as well as 'the dark of hot springs island'
I'm so curious to know what makes CoS a great "yam" shaped adventure while RotFM is F tier. Is it just because of the odd difficulty issues between level 1 and Aurel being CR10? Too fat a "yam" once the story gets going with not enough guidance on how to run it? I get the impression that you almost didn't want to like it from your initial skim through?
I want to like every adventure I run. I want to like *all* adventures. Here’s more of my thoughts: Rime of the Frostmaiden Campaign Retrospective - Tips, Experiences, Boss Battles, and One Year Later ruclips.net/video/oxcxb07RiU0/видео.html
Your criteria are definitely different to mine. I am a relatively inexperienced DM and have so far run Empire of the Ghouls and Scarlet Citadel (still running). I do not feel as confident or often find the need to change the adventure. Having said that I started SC by running City of Cats (yet another Kobold Press Adventure), so the characters were more advanced by the time they finally reached the Citadel and I was able to give the characters reasons to get there. The tension then builds as the players fear the decent but feel they have to go down. Also some of the early bosses escaped and they are really motivated to get them now. The value of your guides is they help avoid issues I could have had. Another criteria I have is to avoid adventures the players know, so sorry WotC.
I run games for duets to 4 players in 2hr sessions. My criteria are that (1) games need to be memorable week to week and not arc to arc, (2) worlds need to feel lived-in with scenery to chew, (3) storylines need flexibility, and (4) books need solid editing . My tiering end up similar to yours. My players seem to respond to having a home base mechanic or a really tight episodic structure. The essentials/starter sets, Eberron, and Strahd fit the bill here. The Magic sets (Ravnica, Strixhaven, and Theros) are great setting books, but I wish Strixhaven had another round of play testing and workshopping. Amen to Sword Coast Adventures Guide for players. With it, I thought WotC was going to start a line of player resources like 2e. Maybe they’ll do that with D&D 2024.
I found Curse of Strahd to be so unwieldy and overcomplicated. I was able to do cool stuff once I gave up and ran it how I wanted, but trying to use it as a reference for anything was a huge struggle. So many important details buried in walls of text.
For death house I started at level 1 but at the half way point just before stuff gets dangerous I leveled them to 2 which of course made them paranoid.
I guess it depends on what I’m looking for at the time. If I want material to populate a sandbox world, my efforts are focused on creating the world and it’s nice to have little adventures to populate it. However, if I want to run a campaign that has more of a focused story, I think one of the biggest hurdles for me is when there is no larger world or context for this adventure to take place in. I don’t want to make up all of the trivial details, generate a bunch of towns and NPCs, what I want to do is make adventures. You’ll never write an adventure that works for every group of players so I also want there to be flexibility in the narrative and difficulty so that it doesn’t totally derail if I let my players guide the story. Another thing I want is to have my characters backstories rooted in the world and allow them to embark on personal side quests. A lot of adventures don’t have the freedom to do that because there’s no context to the larger world that isn’t directly explored during the adventure, time pressure to keep the narrative moving, or the inability to allow them to level up doing quests that aren’t part of the main story unless you want to rework every encounter. I’m with you on preferring a setting with adventure hook ideas for what characters can get up to in this world. I like being presented with a rich and well fleshed out group of factions with moving pieces so the world changes regardless of the players actions as the campaign continues. I want to know what is the central conflict of the world and what are the different perspectives and information so players can build rich well thought out characters who are well suited for the campaign. I like to have set piece battle maps for the most important locations players will probably visit as well as stat blocks for unique villains. I like to have unique options or restrictions for campaigns so that they feel unique and it brings the setting and campaign themes to life. Part of my fun as a DM is the opportunity to be creative, but the part I enjoy creating is what happens next, not the whole world around the story. If the adventure does all the work for me, that’s just as boring for me to run as it is for my players to play.
Really interesting that you don't really mention one thing I look for: compelling NPCs. Given how unexpected PC behaviour is going to be, I need to have a good handle on who the NPCs are to be able to improvise their reactions. Similarly, I actually find 'empty' or randomly generated settings like OSR more difficult to run than coherent worlds since the latter have a logic that I can riff off (especially if the setting is pseudo-historical and I can use my knowledge RL history or historical fiction tropes to expand a scene on the fly). I also notice that your D-tier seems to be, "Good, but I found it really hard work", which is fair enough. You were really explicit about the fact that you were talking about your own needs rather than everyone's or even your players', so I don't think you need to feel bad about putting BitD so low down.
Rime of the Frostmaiden broke me in so many ways. I ended up doing so many additions and rewrites that I deserve a writing credit. I lost faith in published adventures as a whole, especially WOTC ones; lost faith in WOTC and got jaded with d&d 5e in general. It looked so cool at first glance but it fought me every single step of the way. Didn't help that this was my first long campaign adventure. The silver lining is that I got a lot more confident as a DM. Turns out I do know better than publishers and the stuff I come up with is better than many published stuff. I'm willing to run published adventures or use them for parts. But I'll never run an adventure before I read the whole thing.
Currently in the midst and have created an entirely different story line and although I have used several of the quests in there, I've brought a few others over such as the Snow Stalkers (Arcane Library). A ton of work.
I would personally rather have an adventure than a campaign setting. I can pretty easily come up with cool worldbuilding, especially if I incorporate ideas from whatever my PCs want to play; I really struggle with writing a compelling adventure outline, and inventing story beats that flow logically into an grand epic campaign.
Considering Curse of Strahd is more horror focused and locked to levels 1-10 I've always been tempted to run an adaption of it in Shadow of the Demon Lord.
Just like you think of Storm King's Thunder as a campaign setting, you should think of Rime of the Frostmaiden as a campaign setting. Then it works great! The issue with with a lot of the adventures and overarching story, which many DMs make significant changes to.
I hate the fact that so many adventure books take longer to prep than just making an adventure myself. I remember trying to run out of the abyss and certain locations and events were written so poorly it was hard to even tell how it was even supposed to be run
Blades in the Dark is hard because the prep work is so minimal, but it is basically all out into the minute-to-minute play. Does make it kind of overwhelming to learn
I can't understand the hate towards Rime of the frostmaiden. Its my favorite campaign so far as a player. The ten towns open world was really fun ! Especially compared to Rise of Tiamat where you have the most unbalanced encounters.
4:50 , I would say I regret running Strixhaven. Me and players were really interesting it. I had two groups, so 2 weekly games. And the book just falls flat. But it gives me an idea to add things to it and put that on reddit or in RUclips video for others to get more out of it.
@@christopherw1509 amazing you got 2 years with it before that happened. For me it seemed thin right away. Two years and haven't finished the campaign yet?
@@sqoody7invegas625 We play every other week and we've had some major pauses as a player had a baby and so did I! I've basically used it as a setting to run my own homebrew adventure, which I'm also regretting. I wanted something more epic with the Oriq more directly involved, which has lent itself to a longer campaign. Now I wish I had just gone with the relatively short adventure in the book.
I’m curious what other people in the comments think about Stormwreck Isle? I’ve never actually played or ran it myself, and for full disclosure I haven’t run very many pre-written adventures, but I read all the way through that adventure last year and thought it read terribly. I’m planning to run a game soon for my younger siblings. (11 and 12) And wanted a couple to look at and choose between.
Generic for ALL RPG books before buying: is it conceivable that I will actually get around to using this product. Stops a lot of purchases right there 😅 For specific adventures, I like to look up first Theme- is it something my group and I would be into, How much work do I HAVE to do to make the adventure work well, How much extra stuff is available that I CAN add (but don't necessarily have to), Sometimes cost.
I want compelling antagonists. Like Strahd. Hes got a ton of lore and novels to help flesh him out. Also, CoS is my first and only 5e campaign so i cannot judge any of the others. I wonder where the Vecna book would fall into everones teir list becauee id probably run that next for the same geoup after CoS.
I was a fan of Frostmaiden. Yes, it had it issues, like the ten-towns bloat and under/over powered monsters, but a lot of the mini-adventures in it were genuinely fun and it’s designed in a way where you can skip the adventures you don’t want to play. I found the frost island and the underground city to be particularly exciting. It a B tier to me.
This is one of your best episodes, full stop. The commentary on the requirements for good module design and you highlighting how shorter, and one-person made content to be able to stand on their legs alongside the big production products was INCREDIBLE and extremely motivating for a lot of people out there who want to get into this either as a hobby or professional. Great stuff, loved it.
I second this! Yes, it’s very inspiring to think that as a solo designer I could find success bringing something to market and might even have a better chance than an overproduced designed by committee product. As an artist and writer it can be daunting and overwhelming to think of the competition and perceived challenges, and the imagination can be a terrible thing. This really puts things in perspective. Keep it clear, short, leaning towards adventure based vs campaign setting content, and yam shaped. These are helpful and flexible boundaries.
As a patreon of sly flourish, not only do I get a warm and fuzzy feeling whenever I hear the thanks in a video, I also think that the money I spend on it is some of the best value I have gotten so far, regarding TTRPGs.
Bless you!
This blessing grants you a d4 to add to an attack or saving throw.
I think Curse of Strahd splits the difference between presenting an amazing reasonably digestible campaign setting and gives a flexible idea for a campaign to run in it. It looks like Monty and Kelly took this approach with Dungeons of Drakkenhiem too!
As someone who is prepping Rime of the Frostmaiden to be there next campaign your videos still got me excited to try it an helped with my prep!
"Princes of the Apocalypse - It's not the end of the world" - Mike Shea
😄
I've found out if Numenera/Cypher is a gamer's first ttrpg, they take to like a fish to water.
Ironically, it's the players who are very set in their expectations of how a ttrpg goes that get tripped up and frustrated. The tighter they hold onto how they *think* an rpg should run, the longer it takes them to wrap their head around a fantastic game.
What I use to evaluate an adventure is as follows: 1) Plug-and-Play-ability. I need adventures to be easy to drop into a homebrew game, or they are useless to my players who don't like WOTC settings. 2) Length. I appreciate adventures that only do one level-up, or a swath of 5 levels at most. 3) Activity/Puzzle Design. I NEED puzzles to be engaging and interesting for my players. 4) Actually using mechanics. I have been fooled into purchasing some 3rd party adventures in the past that actually neglect to put DCs for obstacles, or stats for monsters, either as a mistake or just out of laziness.
Lately I’ve not put in specific DCs to help the DM make it theirs. It’s not out of laziness but brevity and flexibility. I’m sure it’s not for everyone.
Slapping DCs on challenges is pretty easy, but creating monster stats on the fly is less so, for sure.
Good point about puzzles! Those take a particular kind of mind to come up with. I don't have that kind of mind, lol.
This video is tremendously useful for me because I find it very hard to figure out if an adventure works for me until I've read almost the whole thing, and online reviews tend to not be helpful since they usually focus more on their highly specific experiences running the adventure than in the written material
Happy to see Shadow of the Demon lord on here. Also your S-tier picks are all phenomenal choices and definitely some of the most fun I've had DM-ing or playing in!! Great commentary on them as well.
Mike I have come to this video late. This is a stellar video. I loved you Key experiences section, It ticks so many of my boxes:
1 known setting
2 Work needed to make it work well
3 tweaks you have to make as opposed to want to make
This criteria stated clearly at the start of the video had me appreciating the ranking thereafter.
I am currently running SKT [1 year so far], Hoard [on its third year and Tomb [2nd year] and I have known I have liked them but you have helped me to quantify why.
I own all of your S, A & B choices with the exception of Shadow if the Demon Lord and Shadowdark. So, I have my next choices worked out for when those campaigns end.
My group in Tomb wanted me to run Rime if they wiped more than 3 times in the actual tomb, after watching this video, I dont think I will bother.
Once more thank you so much, really instructive and helpful
Since two years i‘m running ghosts of saltmarsh and i‘m glad you put it in higher tiers. I‘m running it with a few adjustments (including your tips on your website) and i connected the single adventures together into one big story.
We really like it
Thoughtful video Mike. I appreciate hearing you analyze the beneficial components of your favorite adventures and campaigns. Turns out that means: an open structure (especially yam shaped), fast and concise design for use at the table, flexibility, clear motivations, and campaign setting tools and material. Plus you like lighter tone.
I value those things too. I especially love design for ease of use (if I can run it blind with no deep-reading, that's a huge bonus), so editing for clarity and info density is important. I like flexibility and open structures. I like clear information hierarchy that reveals details as players interact, and cool content for them to interact with besides just combat because this encourages exploration. I like atmosphere or a vibe that gets me excited, and relevant gameplay tables to support those themes, especially weirdness. I want more strong evocative scenes that are dynamic and open-ended. I love cool art that inspires me, but that's not a deal breaker.
I don't like weak hooks/motivations, nor superficial ideas that create more work for me without actually providing interactive content (unless they are very thoroughly developed ideas). I don't like weak editing and formatting that makes me scour each page for details.
I don't care much about ballence if lethal threats are well telligraphed and well rewarded, but I like things to be roughly challenging if possible. Reasons for my players to scheme and plan are welcome.
I take most of my philosophy from OSR/NSR circles.
It is so interesting to see how different DMs rank different adventure books and settings. You see such a variety. It really goes to show that there are all kinds of different preferences and styles out there, and that they can all be really great and fun! I imagine rankings would change over time too depending where a DM is in their journey
This was great ! Thank you so much.
Would love more of this - its such a important decision.
Great commentary. It helped me realize that personally, I'm more willing to forgive needing to do more work to fix a book if I'm extremely interested in the setting/theme. There's a correlation there for sure.
At 25:21 - I love the 3 option job board, reminds me of anime fantasy settings and it's just convenient bc the players all know this. To me, it's fun meta. Another option I thought of is that when they complete the 2 and you change to 3 new ones, maybe the job they decided not to take returns but it's changed or escalated bc no one took the job
Everything in your S tier are adventures run in regional areas with minimal long distance travelling. Maybe Eberron is an exception but it shifted from Sharn to The Mournland, both feel regionally based to me. Nice focused campaigns without the bloat of going too wide with adventures like the lower ranked ones.
That's because D&D have no system support for long distance travel. You either pack it with smaller adventures or make a montage description that is most likely boring for players. Any long travel falls apart. Tomb of Annihilation tried to introduce hexcrawl but even that had some issues.
Frostmaiden requires some work to make work perfectly but it has so much else going for it that this ranking seems bonkers to me. Players LOVE it because of the atmosphere, the NPCs, and the cool maps and it has a pretty good rep in the community. Having it under stuff like Storm King's Thunder or Out of the Abyss, which I think require way MORE work, doesn't make sense to me.
This was my experience as a player too. I had a DM who im fairly certain did not put in a ton of footwork to make the book function, just knowing him, and there was a lot ot love as a player in it. The one thing ill say, and this is a recurring theme with a lot of WoTC adventures, it absolutely did not stick the landing, But the first 2/3 were great
I am loving Rime, specifically act 2. It just gives you so many adventures you can piece in where you like. Lets you mesh your story with the pre written how you like.
Dark Duchess mission being my favorite.
@@Wirthier The first two chapters are really great in this way, I had a lot of fun with moving pieces around. Which of course is good for some DMs but not others (who want an easy play by the book experience).
Played it twice. First time I just thought the DM was a railroady bad DM. Second time I figured out that it was the adventure.
This is an adventure that as soon as the dragon makes an appearance, you nearly have to scrap and rewrite in my opinion.
Frost maiden should be B in my opinion though most DM's will not like it!
PC's were the obvious focus of this campaign.
Amazing video Mike, thanks for sharing your experiences with such valuable commentary!
This was so interesting! As a veteran DM, I have also ran many adventures. I did like Eberon, however I felt like you need to do a lot of work on factions, and on sharn to make this work for us. It would really help to have amazing novels in that world to make it exiting (there is one and it’s bad). I liked dragon heist a ton, I also liked yawning portal. I found CoS to be the best dungeon crawl we have ever done! The castle was epic! I find running it like I did back in second edition to be optimal…. Allow the players to go on side quests if they want, but give them the levels and let them go for the castle if they want! I found which light to be a bit weaker than you did. All in all, I think short and easy to run adventures that you can easily hand to new DMs is a good adventure. I also like adventures I can slot into my game world. I like the fact that characters from the past are now faction leaders. I like building layers in the world each time we play. So for me, a good adventure is something I can run with minimal prep, or hand to someone running their first campaign.
An excellent video - very helpful. Mike is not the only D&D/RPG pundit that I watch, but he sure is the best.
The thing about Numenara and Cypher System is that it's a d20 system with kind of the same DC ranges, but the rolls are handled very differently from D&D.
You basically have to run checks the way Brennan Lee Mulligan runs box of doom rolls in Dimension 20.
1. DM says the creature's level from 1 through 10, which basically tells the players what number they need to roll on the d20. Each DC is the level of the challenge or creature times 3.
2. The players tally up their bonuses, which reduce the level of the challenge instead of adding to their roll. Edges are like proficiency bonus. They're always active effects that reduce the level of a type of roll by 1. Efforts cost points from your character's point pools. Run out of points in all your pools, and you die. Then you have items/Cyphers which are single use effects that may further reduce the level of a roll.
3. After the party has done all their nonsense that reduces the level of the roll, they then roll the d20 and hope that they roll above the adjusted level times 3.
For Cypher System to work, DMs need to announce DCs first. If you're coming straight from D&D and that sounds insane to you, Cypher System will be harder to run.
Also, they've released a reprint of the Cypher System core rules recently, and the books they've funded through backerkit have changed to focus on being theme and genre toolboxes instead of fixed setting guide books. So, some issues might have been ironed out.
I find myself with similar tastes to you Mike. This is likely and partly due to the fact that I learned the DM basics via your books and indirect tutelage via, podcasts, articles and newsletters. Thank you again for all you do for the community and especially DMs. As a newer DM I absolutely prefer yam shaped adventures and setting rich content that has just enough story to help give me solid bones to add muscle and flesh out. I am over a year into running Ghosts of Saltmarsh currently and absolutely love this book and I'm very happy I chose it as my first DM campaign. It has just enough freedom and gaps between adventures for me to fill in my own side stories/adventures and ties to the characters and their backstories/personal quests. :))))
I ran Scarlet Citadel and found it to be really hard to wrangle, your criticism of it is spot on. Now, in the next campaign, I’m simply finding individual shorter modules and linking them to form one overall campaign in my homebrew setting, and my group is having a blast! Lesson for me is, smaller bits of quality, less focus on the overall run from level 1 to 20!
I actually really enjoy this content! Honestly, I just get so much value from listening to your shows while doing my prep, because your investment and joy in the game is infectious.
Love this video concept! Writing this before watching past the third minute... That's a great question. When I think of my favorite pre-published (as opposed to homebrew) campaigns, my criteria would be:
1) DM-friendly presentation- Is the campaign presented in a way that makes sense when preparing for sessions, or am I left wondering what plot points are most important for the PCs? Is it clear how the adventure should "flow" one session to the next, or is it easy to overlook necessary details?
2) Engaging- Does the campaign provide thematic and memorable moments that allow PCs to feel like rock stars and inspire cinematic encounters?
3) Adaptable- Does the campaign allow players to make important decisions about interacting with the setting in a meaningful way? Can the campaign be run multiple times with different groups who have different play styles and still feel satisfying, with meaningful differences upon each re-play?
Curse of Strahd has easily been my favorite to run, followed by Wild Beyond the Witchlight and Call of the Netherdeep. The AL season 3 adventures (Rage of Demons) are also an incredibly fun series of adventures to run as a campaign-- I found them even more satisfying than Out of the Abyss (which was also a really fun adventure). My other favorite short-length AL adventures are the Best Friends Forever series and Cloud Giant's Bargain.
It's kind of funny, I just rewatched your hardback adventure ranking just earlier today
Thanks for the reviews. I am so jealous you got to run all these!
I run very differently than Mike but I like this list.
My Criteria
1) Battlemaps. I don’t run theater of the mind so I need a battle map for EVERY fight
2) Monsters. My players are power gamers and I need monsters that are challenging and interesting. Bags of HP drive me nuts.
3) To the point. I wanna be able to read it once and get a good idea of the exciting stuff.
5:52 your statement helped me clear up some stuff I've been thinking about in creating a game. I realized that I tend to like settings over an actual published adventure. Give me the setting and lore and some potential hooks and I can come up with an adventure. And if done a certain way, Lazy DM style for instance, it shouldn't be too difficult to do(?). Since LDM and the like are providing a template for that type of thing.
Re: Double-near, I immediately thought of how 13th Age does abstracted distances- they use engaged (melee), close (within a move), near (takes two moves) and far (further but in sight). So I wondered why doesn't SD do this since they have double-near?
It's been a while since I ran 13A so I went to double-check my memory and WHOOPS! In reality, *13A only has Engaged, Nearby, and Far!*
At some point in my memory I made up a fourth distance!
Actually, I kind of love your 4 distance breakdown! I think it makes great sense for action economy when not using squares.
Is there an adventure in the Blades in the Dark core book? I don't remember one, but it's been a while since I peeked at it. If not, it seems odd to include it here as everything else contains an official adventure that is being ranked. Just wondering if it should be on this list at all.
Blades doesn't and can't really have pre-written adventures, as the events emerge from the player characters and their interactions with the various factions. It does have a different starting scenario depending on the Crew (type of gang) selected, but after that it's very much "play to see what happens". About the only prep I've ever done is to have a handful of job proposals to throw in as complications from a bad roll, or a few NPCs with an interesting agenda seeking help, revenge or somebody to take the fall.
(I respectfully disagree with Mike's rating - I think Blades is the best player-centered system I've seen in 40 years of roleplaying - but it's his list!)
The game is meant to be heavily improvised. It's designed for the GM to roll for the core mission details and make it up on the spot. So you can't really do a campaign, and it doesn't really jive with the Sly Flourish prep method.
Remember, the rankings are based on his experience. Mike has a method, and you're absolutely right that I don't know that it really fits with his prep style. I think the only reason I was even able to approach running the game was because I watched Harper's actual play, and even then I don't think I did a great job of it. I'd put the game higher, but it rejects his experience with it.
The point I was trying to make is this...every other book on this list is an adventure or starter rules with adventure(s) included. BiTD is a core rule book without adventures. It doesn't really belong on this list if you're ranking campaigns. All of the other books provide campaign/adventure text. Blades doesn't. I respect Mike's experience with it and share many of the same opinions. It still seems odd to include a core book w/out adventures on a campaign ranking list.
While I' can understand your desire for campaign settings over an actual campaign, I generally prefer having the framework of a campaign I can use and can add my own personal touches to in terms of tying in character back stories or additional subplots. Using your own Grendleroot modules and setting as an example, I tied a couple of back stories into different sections of the campaign (the gnome PC's ancestors had come from Violet Falls or the Shifter's ancestors had crash-landed in a Spelljammer on the side of Blackclaw Mountain and one of them had ended up in the White Queen's village and she got to meet her great-great grandmother). In both examples, the scenario was enhanced by the personal connections but my prep was still easier due to having the complete module to work from, rather than having to design a whole adventure from the ground up to integrate a story into. To each their own, of course, but I tend to prefer campaigns with additional setting material, rather than campaign settings with an intro adventure. Of course, it helps when the campaign doesn't suck, which hasn't been WotC's strong point in the last few years, but I still have a bunch of things in your S to B tiers to run (once I finally finish Grendleroot, which two groups wanted to take to 20, so thanks for the outline to work with and the Dysons Logos map collection you have for Patrons).
I’m glad you like Grendleroot so much!
@@SlyFlourish Its been lots of fun and every time I reread through sections, I find new things I can bring to the campaign. So many seeds to work with!
You may also find it amusing that in one of the two campaigns, a Mountain Dwarf's player badly wanted to "go outside" for an adventure or two, so lo and behold, when I knew we would be missing a couple of players for a month, an arch appeared and they blinked out of Blackclaw Mountain and visited the City of Arches for a couple of short adventures. She got her outside wish (although I did use the Silver Grotto adventure, so she wasn't outside for long for one of them) and I got to drop one of your other campaign settings into the campaign. :)
Personally, what I want out of an adventure/campaign book is a scaffold of locations, quests, NPCs, and relevant setting details, presented in a way that is sensibly organized. These things don't have to be fleshed out in incredible detail. I can create or expand on individual encounters, give NPCs depth, add flavor to environments, and do some doctoring of story or plot details, but I always want to the adventure to provide something concrete that I can put in front of my players without me having to make it up out of whole cloth.
When it comes to locations, maps are important. I want a detailed map of any geography or adventure site the players visit, every town or city the players are like to use as a base or adventure in, and battle maps for any locations of set-piece encounters, or other unique locations that the adventure describes. I know that I can source maps online or create my own rough maps, but that's not fun for me, and it's not what I want to spend my time doing.
And if I purchase the adventure on a virtual tabletop site, I want the technical implementation of those maps to be correct and usable (Out of the Abyss on Roll20 is horrible in this regard; the travel map is hard to interpret, and the other maps are incorrectly scaled).
It doesn't bother me so much if the published material lacks a strong hook for the PCs, because that's usually fairly easy to remedy, and because I usually want to put some work into personalizing that aspect of the adventure anyway.
Pure campaign setting books don't appeal to me. I don't really have the patience anymore to read them cover to cover, and already have plenty of established, high-quality campaign settings to choose from.
I really like horror, and icy horror especially seems to click with me. So naturally I was pretty excited for Frostmaiden. But it’s just… it just doesn’t make sense. They spend a paragraph on Auril’s motives, but what she’s doing doesn’t follow from her motives. Most of the adventure you’re wandering around doing unrelated stuff. And then for some reason confronting Auril isn’t the end, and instead there’s an extra chapter to explore an old Netherese city. What? Why?
I don't even understand how to use a campaign setting book. I open up Eberron and just get overwhelmed with impertinent details but find there isn't enough focus to actually adventure in a location.
Are there any tips on how to use campaign settings? There are all kinds of videos about "here's how to run Curse of Strahd - chapter by chapter."
I ran a very successful campaign in Eberron for several years, so I'll offer my own experience in doing so.
1. I picked what aspects, countries, and factions I was interested in fairly early on, and stuck with those; if you try to inckude everything from the setting, it's easy to get overwhelmed. From time to time, one of my players would get interested in a different area that I hadn't covered already, so then I would incorporate that.
2. I drew on inspiration from other sources for my story ideas. Since Eberron is heavily influenced by the pulp era (roughly the time between the two World Wars), I chose to do the same. I set a Lovecraft style story in Morgrave University with a twisted professor putting grafts into students, we went to the jungle to find a massive ancient comstruct in a story inspired by King Kong, etc.
3. I let player choices shape the narrative. Rather than keeping the world static, I let the actions of the players impact the world. This helped not only in terms of immersion, it also let the *players* feel like they were making a difference. By the end of the campaign, the Mournland was beginning to recover, and New Cyre was a fledgling state.
Using a campaign setting versus a published adventure book is a lot more work, but to me at least, it's much more enjoyable.
When I did death house, I had the party appear naked with no gear and they had to scavenge for gear. It really upped the anti and really put the fear into the party. It set the tone for the whole game going forward.
This is great and largely aligns with my thoughts. Thanks!
This was really cool. I'd love to see you do it for campaign settings (though I don't know whether you break up worlds into separate settings or not).
Amazing episode, very insightful. I really mean it.
Here are my criteria (and I run mostly published adventures, with a lot of tweaking and homebrewing added on):
1. The high concept (to borrow film studio language). Does it have a simple but catchy premise to grab my imagination and my players'?
2. How easy it is to run thanks to the layout, advice to DMs, summaries, and cross-referencing of material?
3. Focus on the player characters. Is this campaign focusing more on the NPCs (looking at you Shadow of the Dragonqueen and Turn of Fortune's Wheel) or is it focusing on who the PCs are and what they can do? I want the latter because it always feels more fun and more meaningful.
4. Value outside of the story. Can I strip this for parts? Can I use the maps, locations, adventure seeds, new monsters, etc., in other games? If yes, I will use it.
5. Maps and illustrations. I'm not much of a visual person, so the more and better maps and illustrations there are, the easier I find it in play.
Hoard of the dragon queen is how I found you and I found it great thanks to your advice - wish you had made the same guide for Shadow of the Dragon Queen!
6:00, "wotc making too much adventures and not enough source books", amen brother! My weekly games are Wildemount, Taldorei and this week I start Heckna. I much prefer taking any of the maps that I got from a Patreon subscription and if it inspires me be able to plug it into my game and create a reason of why we're going to that map.
oh seeing someone running heckna out in the wild! Im to afraid of clowns so i cant play or run it but i read it as I really enjoy that book in how it structures the adventure.
Great video. My criteria is pretty flexible. 1) does it have a map or something else I can give the players at the end. I enjoy giving the players souvenirs from the various sites explored and campaigns undertaken. 2) Can I run it with multiple systems? 3) All modules are incomplete and it's important for me to be able to quickly spot gaps so i can figure out if these are the types of gaps I enjoy filling in.
Thanks Mike. This is what we need - an updated review of D&D adventures by someone who's actually run them. Many thanks. FYI - Dungeons of Drakkenheim is the best adventure I've run - better than Curse of Strahd.
The first ever campaign I played and DM'd in any role playing game was Dragon of Icespire Peak. I agree with the lethality. There's a mission where the party encounters a manticore at lvl 1, and the book I feel like really wants you to push for a non-violent resolution, but I think a lot of early players(at least with my group, who were all first time players), can't resist the urge to fight everything remotely looking like a monster before they get bored with combat.
I really liked the job board system though, it gave really clear objectives to new players and helped me stay organized as well since I could basically just run them as confined one shots and then just maintain the overarching connected events in the town.
Overall I'd say it's a faaaairly good introduction to RPGs. I re-wrote the entire ending, because the stakes were way too low when fighting the dragon. I had the group go up to Ice-Spire Peak, but at the last moment, Cryovain decides to take vengeance on the town below. Our last session was by far the coolest(and not even in the book at all), which was a dragon attack on the town, where also some dragon worshipping cultists also decide to join in to potentially transform Cryovain from a young dragon, to a more ancient and powerful one. Good times.
I'm so pleased Shadowed Keep on the Borderlands is on your S tier. I ran it in my first 1e PF campaign where I used it to follow up Retribution (also by Raging Swan) and it was amazing. I've recently bought the new OSR version to run with OSE and as you say the new stuff is awesome.
Love this. Plan to use it as a conversation starter/Nexus of argument with my weekly group 👍
Thanks for this. I'd love for you to play/DM some Pathfinder adventure paths, many of which are terrific.
I really enjoyed running Waterdeep Dragon Heist into Storm King's Thunder; Lost Mine of Phandelver into Tomb of Annihilation; and Ghosts of Saltmarsh set in Exandria (the Critical Role setting). Right now I'm running Eberron and want to run either Wild Beyond the Witchlight or Curse of Strahd next. Good to hear from you that they are both highly recommended.
I'm running Lost Mines and Icespire Peak at the same time right now. Same game, just combined the two, and it's been pretty fun
I'm actually trying to create a setting/adventure for the first time, and this was very helpful in pointing out some potential mistakes. Some things I already agree about, such as the yam structure and ensuring motivation to take the hooks for the main conflict, but I worry that I have too many moving parts for DM comfort. The idea is that there is a hidden doomsday clock for the BBEG, and as players choose which routes to take and how to resolve conflicts they encounter, conditions and NPCs in other locations begin to change. This isn't meant to be obvious to the player at first, but at some point they will realize they may have wasted time or missed opportunities by making the choices they did. I hope this allows for unique and even replayable campaigns, even with the same setting and villain.
In short, it takes time to travel between locations. As time progresses, triggers will happen in the background, and certain events will progress the subplots even without player interaction, so that when they do reach those locations the options or enemies have changed. There are about half a dozen locations. Does this sound like too much?
I noticed there wasn’t any Paizo products up there, which I find strange since their flag ship product is Adventure Paths. Does the mechanical conversion to 5e take too much work for the stories to be worth stealing?
Such a helpful topic, thanks for continual source of GM Tools!
I'd be interested to see your opinion on Paizo written adventures now that Abomination Vaults is available for 5e.
Excellent review! Thanks. I agree i need the campaign setting to not give me too much work - the whole point otherwise i just improv :D
I always consider Storm Kings Thunder as the DMs DM adventure as it's so malleable and really strikes the balance between a liner adventure that provides a DM unlimited sandbox opportunity. It's the most heroic.
When I look at what you like and having read your adventures I feel you really love your linear non jay quay Yam adventure which is perfectly fine just the observation I have made.
Storms Kings Thunder is pretty much the pinnacle DMs adventure to run. Its not for novices or the DM conditioned to having it all on the page. Took me a while to go ah-ha so this is how its supposed to be run and its been my and my players favourite by a mile ever since - 8 years later.
Thanks for sharing
I enjoyed running Storm Kings Thunder. My players spent four game sessions on a blurb about a location that took up half a page. It can also fit great as a tier above Waterdeep adventure.
Start in Phandalin or Ice Spire then go to Dragon Heist, next up is storm then finish in Avernus.
Four stories each suitable for one tier of play. Adjusting the encounter difficulty takes time but was probably needed based upon party size and mix.
@pheralanpathfinder4897 Glad you all enjoyed it. It's chock full of material for a custom journey.
As someone who ran SKT as my first GM experience, I agree. I actually chose it because Mike had some videos and an article of what to modify if you run it. The tips were incredibly useful, but as a brand new GM I found the many open-ended and dead-ended side quests to be a challenge to implement at the table.
Still, we had a ton of fun. I might put it in A tier. But it could use a DM’s warning label. And I wish I’d known SCAG could be player-facing, otherwise I would have bought that to help acclimate the players.
I LOVE both of the adventures on F tier but I think it's cause I use them as a general reference and sourcebook for my campaigns. I haven't run an exact Elturel-Zariel storyline, but my players went to Avernus, and I used like 70-80% of the content in those chapters in some way. Same with Frostmaiden, I used it to build my own Icewind Dale and it was a blast! Used both adventures as I use Rising from the Last War honestly. On comparison, I felt miserable running the portions of Princes of the Apocalypse and Hoard of the Dragon Queen I ran, I wished I just had ran a homebrew adventure. Now I'm just stealing some things from those books but I'm not running them at all. Made Yan-C-Bin a cool villain in my world.
Personally afte running a 80 sessions Curse of Strahd campaign, I would rank it D as a resource book.
I felt so confused and not helped by the book, I HIGHLY recommend DMs not run it until they are ready spend most of their time on altering / tweaking so many things. If i was in charge of updating the book I would likely remove 50%+ of it. Deathhouse was the best bit I think. I could chat for a few hours about all the things I felt missing in the book.
As a first time DM running Rime of the Frostmaiden, I enjoy hearing your insight into the module. My players and myself are absolutely loving it so far but like you said, it has taken a lot of work. I am curious though, are there any adventures that are very cleanly and well written that I can look at for contrast? Particularly interested in running an old school module from a previous edition
Check out Shadowed Keep on the Borderlands
O totally agree LMOP is an S tier 😊. I have been a DM for 2 years. Our history started on August 2022 with this adventure Lost Mine Of Phandalver in our case started with 7 players on Polish Peninsula called Hel 😅 Our team have some rotation but last Sunday we managed to finally finished it with 6 players. I must say it was a great cooperative story. The end of the campaign left my team on open cliff hanger in the form of the fall of the north the siege and complete blockeded off Neverwinter 🥶on bright side due to the teams effort Phandalin was saved (at least its inhabitants) one persone found lost documents proving his ownership of the wave echo cave. The team stole the treasure of the green dragon Cryovain, and with the help of the goblins from Cragmaw Castle whome they convinced with a culinary duel they managed to achive considerable profits thanks to having their own goblin courier company called TPD and MC Dragon foodtracks💸. I think they will now start a Curse of Strahd by sailing a curse ocean hoping they would save one pc and important friendly npc from the unkown General from west🗿. Borovia will be great ❤
I'm glad you champion campaign settings and compare them against adventures. They're really the only product I want. Making up adventures is fun. Making up setting dressing isn't (in my opinion). So setting books are perfect. Shoutout for Ravnica. Probably the most under appreciated WotC book.
wish he had something to say about the 5e version of Numenera
I'm still a beginner DM and I'm only running my 2nd campaign but I chose both based on them having "dragon" in their name - Tyranny of Dragons, and Odyssey of the Dragonlords. ToD is how I found Mike in the first place!
Have you run through any of the Adventurers' League campaigns? Dreams of the Red Wizards 9-20 is IMO top tier and I've run it for 3 tables, Oracle of War 1-20 is awesome, took 3 years to play through it at home.
I have been running a youth D&D Program for three years, and I have run Dragon of Icespire Peak four times in two years. I think the structure is perfect for new players, especially when not every player will be there weekly. Plus, the characters get a lot of agency in which plotlines to follow, which changes the whole adventure. Its also the reason I found your channel, because of your review series on the adventure. So i would say its S Tier, once you watch the Sly Flourish video to tune the first level Adventures 😂
I use Swordcoast for making tieflings and half-elves cause it gives good options for making them that doesn't exist in the Handbook (like acknowledging tieflings aren't all 'pact babies' as was presented in 4th and shoehorned into 5th). It is a good book that people seem to want to forget (it was banned from Adventurer's League for a time as it was conspicuously absent from the allowed books list).
Mike, thanks for making this video. It is top tier for sure.
You said, I wish I had listened to my gut, and said you know what I'm going to pass on it. But usually for the sake of popularity, I ran it anyway and then sometimes it was a mistake." What adventures were those? Whose popularity (players or community)? I would love to hear more about this.
I would also love more info on how to use campaign settings. I read them and take an idea or two out, but I never put it all together. I just never understood how to use that to create your adventures. I would love to see you do a deep dive and demonstrate how to do this.
Lastly, do you run mega dungeons? Which would you recommend? Would love to see you do a video on this.
Storm Kings Thunder ~ you said C tier but then placed it in B tier. Never mind, you changed your mind and said B tier.
I like what you said at the end (around 51:50) "Production quality doesn't matter near as much to me as product design. I feel that way and have felt that way especially when talking about video games. I loved Asheron's Call because you built the character the way you wanted them to be. You spent points to buy skills that you wanted. Sure, you did not get every single skill that you wanted but that is what made it great, characters were not the same (as much as they could be in a mmorpg. Basically, not cookie cutter unless you wanted to follow a build that someone made popular).
Later, my friend would not play WOW because it looked cartoony and childish. I thought the game play was better than the mmorpg they were playing (pretty sure it was guild wars 2). I tried it but all we did was get on a boat, die, and run back to the boat to do it again. I have no idea why, or how anyone would think that would be fun.
I have no idea what I like as an adventure. I struggle trying to run premade adventures. Although lost mines of Phandelver was fun for me and my players (the green dragon was difficult for me to run). Basically I just run a made up adventure where they go to a dungeon I created, which I don't feel I am good at making, to find loot there. Or someone hires them to get something/explore something/or rescue someone.
I was actually thinking about Tomb of Annihilation as my next campaign, I might review some of your S tier again. I 100% agree with your idea that we are paying someone else to do the work for us. This is a major factor in choosing a campaign for me. I am currently loving curse of Strahd. Sometimes I make a lot of changes, but it runs fine without them, which allows me to relax a bit as the DM.
I’m currently running Out of the Abyss, and am about 1/3 away through the second half. I’ve heard a lot of complaints about the number of NPCs, as you mentioned. I actually stole the finale mechanic used in your Light of Xaryxis campaign for my own. For travel encounters when you have the army of NPCs, the Expedition NPCs will handle the fights unless the party specifically intervenes to take them on by themselves. When they do this, there is a chance of injury or death for their followers. I roll an appropriate number of percentile dice for a particular day’s encounter, and higher than 50% indicates there was an injury they must deal with, slowing travel unless they intervene, higher than 85% indicates there was a chance of death. Those randomly determined NPCs get advantage on a single death save if the party equipped a magic item to that character. They’ve enjoyed it so far.
After getting my first "real" D&D group together I thought we needed something epic and Rime of the Frostmaiden seemed to fit the bill. But playing only once a month smacked headfirst into a game with two much content and weird flow. It's taught me to be a scrappy, self-reliant GM but that's precisely because of Mike's points. Looking for RotFM on youtube is how I found Sly Flourish and Mike's RPG prep sessions in the first place, so hey, that's a good thing in my book.
can someone spoil me which 3 adventures have npc quest giver betrayal?
Spelljammer, Planescape, Vecna
@@SlyFlourish Thank you, good sir
I had a fantastic time running Rime of the Frostmaiden. I did have to do some work but no more than the usual for a WotC adventure. Sometimes my players grow tired of their characters and want to change, and the structure allows for that as you move through the major arcs of the campaign.
I really liked Lost Mines of Phandelver as well, I have ran it for various groups maybe 6 times. I like the goblin ambush, because it makes folks take the danger more seriously. Its a very strong start to DnD. I bought the book too, and have also not run it, stopped DMing when Covid happened, had two kids, and have not got back into gaming yet.
I am shifting towards OSR material because the layout and presentation of the information for the dm is so much more usable on the table. I have really been itching to run 'The secret of the black crag' as well as 'the dark of hot springs island'
Thanks Sly. Ever see a good 5e adaptation of Red Hand of Doom?
I’ll point out that Justin Alexander has done redos if both dragon heist and decent into avernus, which makes them a lot better.
I'm so curious to know what makes CoS a great "yam" shaped adventure while RotFM is F tier. Is it just because of the odd difficulty issues between level 1 and Aurel being CR10? Too fat a "yam" once the story gets going with not enough guidance on how to run it? I get the impression that you almost didn't want to like it from your initial skim through?
I want to like every adventure I run. I want to like *all* adventures.
Here’s more of my thoughts: Rime of the Frostmaiden Campaign Retrospective - Tips, Experiences, Boss Battles, and One Year Later
ruclips.net/video/oxcxb07RiU0/видео.html
Your criteria are definitely different to mine. I am a relatively inexperienced DM and have so far run Empire of the Ghouls and Scarlet Citadel (still running). I do not feel as confident or often find the need to change the adventure. Having said that I started SC by running City of Cats (yet another Kobold Press Adventure), so the characters were more advanced by the time they finally reached the Citadel and I was able to give the characters reasons to get there. The tension then builds as the players fear the decent but feel they have to go down. Also some of the early bosses escaped and they are really motivated to get them now. The value of your guides is they help avoid issues I could have had. Another criteria I have is to avoid adventures the players know, so sorry WotC.
I run games for duets to 4 players in 2hr sessions. My criteria are that (1) games need to be memorable week to week and not arc to arc, (2) worlds need to feel lived-in with scenery to chew, (3) storylines need flexibility, and (4) books need solid editing . My tiering end up similar to yours. My players seem to respond to having a home base mechanic or a really tight episodic structure. The essentials/starter sets, Eberron, and Strahd fit the bill here. The Magic sets (Ravnica, Strixhaven, and Theros) are great setting books, but I wish Strixhaven had another round of play testing and workshopping. Amen to Sword Coast Adventures Guide for players. With it, I thought WotC was going to start a line of player resources like 2e. Maybe they’ll do that with D&D 2024.
I found Curse of Strahd to be so unwieldy and overcomplicated. I was able to do cool stuff once I gave up and ran it how I wanted, but trying to use it as a reference for anything was a huge struggle. So many important details buried in walls of text.
For death house I started at level 1 but at the half way point just before stuff gets dangerous I leveled them to 2 which of course made them paranoid.
I guess it depends on what I’m looking for at the time. If I want material to populate a sandbox world, my efforts are focused on creating the world and it’s nice to have little adventures to populate it. However, if I want to run a campaign that has more of a focused story, I think one of the biggest hurdles for me is when there is no larger world or context for this adventure to take place in. I don’t want to make up all of the trivial details, generate a bunch of towns and NPCs, what I want to do is make adventures. You’ll never write an adventure that works for every group of players so I also want there to be flexibility in the narrative and difficulty so that it doesn’t totally derail if I let my players guide the story. Another thing I want is to have my characters backstories rooted in the world and allow them to embark on personal side quests. A lot of adventures don’t have the freedom to do that because there’s no context to the larger world that isn’t directly explored during the adventure, time pressure to keep the narrative moving, or the inability to allow them to level up doing quests that aren’t part of the main story unless you want to rework every encounter. I’m with you on preferring a setting with adventure hook ideas for what characters can get up to in this world. I like being presented with a rich and well fleshed out group of factions with moving pieces so the world changes regardless of the players actions as the campaign continues. I want to know what is the central conflict of the world and what are the different perspectives and information so players can build rich well thought out characters who are well suited for the campaign. I like to have set piece battle maps for the most important locations players will probably visit as well as stat blocks for unique villains. I like to have unique options or restrictions for campaigns so that they feel unique and it brings the setting and campaign themes to life. Part of my fun as a DM is the opportunity to be creative, but the part I enjoy creating is what happens next, not the whole world around the story. If the adventure does all the work for me, that’s just as boring for me to run as it is for my players to play.
Can you poll your players of these games and we get their rankings from a player perspective?
Really interesting that you don't really mention one thing I look for: compelling NPCs. Given how unexpected PC behaviour is going to be, I need to have a good handle on who the NPCs are to be able to improvise their reactions. Similarly, I actually find 'empty' or randomly generated settings like OSR more difficult to run than coherent worlds since the latter have a logic that I can riff off (especially if the setting is pseudo-historical and I can use my knowledge RL history or historical fiction tropes to expand a scene on the fly).
I also notice that your D-tier seems to be, "Good, but I found it really hard work", which is fair enough. You were really explicit about the fact that you were talking about your own needs rather than everyone's or even your players', so I don't think you need to feel bad about putting BitD so low down.
Rime of the Frostmaiden broke me in so many ways. I ended up doing so many additions and rewrites that I deserve a writing credit. I lost faith in published adventures as a whole, especially WOTC ones; lost faith in WOTC and got jaded with d&d 5e in general. It looked so cool at first glance but it fought me every single step of the way. Didn't help that this was my first long campaign adventure.
The silver lining is that I got a lot more confident as a DM. Turns out I do know better than publishers and the stuff I come up with is better than many published stuff. I'm willing to run published adventures or use them for parts. But I'll never run an adventure before I read the whole thing.
Currently in the midst and have created an entirely different story line and although I have used several of the quests in there, I've brought a few others over such as the Snow Stalkers (Arcane Library). A ton of work.
I would personally rather have an adventure than a campaign setting. I can pretty easily come up with cool worldbuilding, especially if I incorporate ideas from whatever my PCs want to play; I really struggle with writing a compelling adventure outline, and inventing story beats that flow logically into an grand epic campaign.
I run BG: DiA with fall of Elturel, then I use eventyrs guide to turning Avernus into a sandbox. It works great.
Considering Curse of Strahd is more horror focused and locked to levels 1-10 I've always been tempted to run an adaption of it in Shadow of the Demon Lord.
Just like you think of Storm King's Thunder as a campaign setting, you should think of Rime of the Frostmaiden as a campaign setting. Then it works great! The issue with with a lot of the adventures and overarching story, which many DMs make significant changes to.
I hate the fact that so many adventure books take longer to prep than just making an adventure myself. I remember trying to run out of the abyss and certain locations and events were written so poorly it was hard to even tell how it was even supposed to be run
Blades in the Dark is hard because the prep work is so minimal, but it is basically all out into the minute-to-minute play. Does make it kind of overwhelming to learn
I can't understand the hate towards Rime of the frostmaiden. Its my favorite campaign so far as a player. The ten towns open world was really fun ! Especially compared to Rise of Tiamat where you have the most unbalanced encounters.
4:50 , I would say I regret running Strixhaven. Me and players were really interesting it. I had two groups, so 2 weekly games. And the book just falls flat. But it gives me an idea to add things to it and put that on reddit or in RUclips video for others to get more out of it.
We're on year 2 of Strixhaven, and I am very ready for it to be over! I enjoyed the college aspect of it, but now it feels worn thin.
@@christopherw1509 amazing you got 2 years with it before that happened. For me it seemed thin right away. Two years and haven't finished the campaign yet?
@@sqoody7invegas625 We play every other week and we've had some major pauses as a player had a baby and so did I! I've basically used it as a setting to run my own homebrew adventure, which I'm also regretting. I wanted something more epic with the Oriq more directly involved, which has lent itself to a longer campaign. Now I wish I had just gone with the relatively short adventure in the book.
I’m curious what other people in the comments think about Stormwreck Isle? I’ve never actually played or ran it myself, and for full disclosure I haven’t run very many pre-written adventures, but I read all the way through that adventure last year and thought it read terribly. I’m planning to run a game soon for my younger siblings. (11 and 12) And wanted a couple to look at and choose between.
My party and I had a great time with Rime of the Frostmaiden. Each to their own.
Generic for ALL RPG books before buying: is it conceivable that I will actually get around to using this product. Stops a lot of purchases right there 😅
For specific adventures, I like to look up first
Theme- is it something my group and I would be into,
How much work do I HAVE to do to make the adventure work well,
How much extra stuff is available that I CAN add (but don't necessarily have to),
Sometimes cost.
1:38 We value your opinions. That’s why we watch.
I want compelling antagonists. Like Strahd. Hes got a ton of lore and novels to help flesh him out.
Also, CoS is my first and only 5e campaign so i cannot judge any of the others.
I wonder where the Vecna book would fall into everones teir list becauee id probably run that next for the same geoup after CoS.
I was a fan of Frostmaiden. Yes, it had it issues, like the ten-towns bloat and under/over powered monsters, but a lot of the mini-adventures in it were genuinely fun and it’s designed in a way where you can skip the adventures you don’t want to play. I found the frost island and the underground city to be particularly exciting. It a B tier to me.
I think Rime of the Frost Maiden is similar to Storm King's Thunder in that it works best as a setting book for Ten Towns