Campaign books are a big part of the soul of 5e, providinga structured way for parties to adventure through its exciting fantasy worlds. The best campaigns deliver great fights, memorable stories, and interesting dungeons and environments to explore. 5e adventures can vary in quality, however, and the weaker offerings can be a struggle to turn into something fun at the game table.
Not every 5e adventure that's been published is a proper campaign, and shorter modules can't really be compared with the full-length tomes. Some anthologies of smaller adventures also don't offer enough connective tissue to necessarily qualify as campaigns, although a few do link things in a cohesive enough way.
Dungeons & Dragons isn't the only good TTRPG on the market, and some fantastic alternatives scratch similar itches while adding their own appeal.
combines the first two full-length adventures for 5e, and .It's arguably better than the sum of its parts, and it's certainly possible to have a good time playing it. The problem is just how rough those parts are, and even some fixes don't turn into a particularly great adventure.
was written before the rules for 5e were finalized, and it's loose and fundamentally incomplete in a way that very much betrays that. The early material in is arguably the worst offender, but even struggles significantly with issues like encounter balance. Parties that love dragons might still want to look into this one, but the DM should be aware that running exactly as written doesn't tend to go well.
is in better shape than, but it's another early campaign book that released before 5e had quite found its footing. Although this one takes a potentially interesting sandbox-oriented approach to a story involving dangerous elemental cults,a weak execution of the concept comes back to bite it.
The first few campaign books for 5e were all outsourced to various third party companies, with being the first properly in-house release.
Making work well generally
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