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What a revelation this set of modules has been to me as a new DM. I am running a women-only table at a gaming cafe. All new players and me, a fairly new DM (but massively influenced and inspired by Matt Mercer) had a great time. First rule of table top gaming is ensure that you rplayers have fun. We have explored role play, combat, planning, skill checks and character interaction in so many ways. The party rogue in particular has delved deep into the Factions in Phlan and all players are eager to keep going through the missions. Thanks WotC, you're making a proper DM of me!
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Excellent series of short scenarios. Good for novice players and GMs. Some of the plots have loopholes, but most players wonj't notice these. Everything happens close to a settlement so pleanty of opportunities for rest which might make things easier for characters unless they press on though the full series without rest.
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Enjoyable set of starter adventures that introduce new players to both the RP and combat aspects of the game. I especially enjoy running missions 2 and 3 as they are short and sweet dungeon crawls.
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I great set of missions for a first time DM to use with new players. Quick fun and dramatic.
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A perfect set of mini adventures to introduce new players to Adventurer's League. Players had fun!
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I ran this for a full table of newbies and it was enjoyable both from a DMing standpoint and a narrative standpoint. That there are five different "mini-adventures" gave the players a taste of the different aspects of playing D&D (investigation, planning out attacks, urban adventures, foresty adventures etc.) It is simple enough to pick up and play without needing to encumber the new players with info overload.
However, it is not for more experienced players who might be looking for more of a challenge. (Or maybe I just roll really low 99% of the time.)
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This is a great intro to absolute new players to D&D. I would suggest that DMs really look at augmenting the mod to really give the players a good experience.
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Good module overall. Works very well as an introduction to D&D and its core gameplay pillars, combat, exploration, and role play. Combat is more heavily featured, but the investigation in part 4 is very RP heavy and there are some interesting traps in the later modules. There are a few cautions; first, the investigation can have the PCs running after tangents easily depending on how vague the DM plays things in the RP, and can end up extending the session if not careful. Second, the "boss" of the last fight in part 2 can easily 1 shot a lvl 1, so take that into consideration when balancing the encounter.
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Contains 5 1 hour modules, perfect intro for new players and DMs. I like to keep these in my bag in case a session ends too early to do a 2 hour modules but we can still squeeze in one of these 1 hours. The modules have a good mix of role play, skill checks, exploration and combat.
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A superb set of short introductory adventures that does an excellent job introducing the core concepts and themes of D&D to new players. It's well-designed, easy to run, and covers a diverse range of exploration, interaction, and combat. Everything is in here: a tense standoff with a gang of thieves during an undercover sting operation, a covert rescue mission to save villagers kidnapped by goblins, a classic dungeon crawl in an undead-infested crypt, and more. This is one of my favorite adventures to recommend to new players and new DMs, and I'm happy to give it a 5/5 review here.
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DDEX 1-1 in five parts: I cannot say enough on how great DDEX 1-1 Defiance in Phlan has been to me as a DM for teaching others either how to play D&D or getting those that already do play introduced into Adventurer's League play. The quick one shot one mission modules plus the introductory faction play makes explaining D&D, AL, and factions rather easy within a two hour time slot. At Omaha Comincon I was able to introduce 14 new D&D AL players to the realm of Faerun this past weekend using this module. The only bad thing is that all the modules need some serious editing on structure I found a lot of story disconnects for which I improvised upon in the modules.
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I like how the mini-adventures tie together and offer a good introduction to the game. We ran this as a demo for a con, and the players seemed to enjoy it.
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This adventure contains 5 mini adventures that take an 1hour plus each. They are easy to run and execute and all have basic settings. Each adventure ties to one of the factions which is a helpful tool to introduce these to the players.
The three dungeon crawl adventures are very easy to execute as a DM and do have some fun elements/puzzles. The dragon theme is flowing through each and every one of them but its a bit vague. The one with the black market dragon egg operation is by far the best one. It gives the players a chance to be creative and will defeniatly generate clownly solutions with new players. The tavern puzzle is really fun, but it is a bit far fetched. Though I found it good enough to weave it into my hardcover campaign.
As stated earlier, they all have a Dragon theme, but its really out there. The best one is the 2nd one which creates a very scary induvidual for a level 1 party.
For beginning DM's I recommend running this one, it will build you some confidence since it's easy to execute.
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I've run this as an online game, and it was a lot of fun. It was my first game as DM, and I think it served well as an introductory game for not just my players but for me as well.
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If you can't really get the 5 hours in to run this one, survey your players by their factions and only run the ones that represent the factions at the table or break it into two parts. My favorites in this series were the Harper, Emeral Enclave and Order of the Gauntlet ones anyway. The Emeral Enclave one, if you play it right, is an absolute blast for players who love to rollplay. Handwave a 'detect magic' type implement by having the faction rep give them a crystal that can perform that function by concentrating on it or something similar. As an intro to Phlan and the issues in this season, this set is great.
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