DMs, curious players, vengeful kobolds, and party gnolls, welcome back.
I’d like to begin with a short tidbit about my own troubles as a DM. We recently started playing 5e, me and a bunch of newbies, with Horde of the Dragon Queen. Though the adventure gets a lot of hate, we’ve been having a blast. My group is getting into it and loving D&D.
Monday night we hit our first bad session, however. I’m not sure what it was, but the whole thing felt sluggish and grindy and that the players were just going through the motions. I’m not sure if teis is the adventure itself or myself during a poor job at DM-ing that night or what, but it wasn’t great. Still, I plan to trudge forth and try to whip up some more excitement.
It’s the group’s first dungeon, The Dragon Hatchery, and I feared they would have some issues with it. They can’t ever decide on what they’re doing, I swear they spent have the session just hanging out in one of the cave’s chambers. I’m not sure what to do, but hopefully I can fire a spark into the next session. We made it through three rooms in two and a half hours and they only had three battles that weren’t terribly difficult.
Anyways, on to the good stuff. Last week we went introduced Janu Vadanov, the party’s owner, and explored where the characters are. I also delved into the document on the GoogleDocs and made it look/ flow better. Not sure if that’ll be the final form, but we’ll see. Any critiques are greatly appreciated.
Last week I asked for the following:
- How much rest do the adventurers get?
- How do we present the idea of escaping?
I’ve landed with the players receiving a short rest at this period of time. They have nothing else to do but sit in their cell, but the cell isn’t the best conditions so I think it makes the most sense. Besides, I don’t think they’ll really need a long one anyways.