Charlaquin
Goblin Queen (She/Her/Hers)
I used “suck” I think they are of generally pretty low quality as adventurers for a TTRPG, and I’m speaking informally. It was not my intent to say that they’re terrible in every way, sorry if my casual use of language gave that impression.But you used the word "suck." As in they are terrible. I used the word poorly written because the concepts and ideas behind the old adventures are less clear than the newer ones.
I don’t think a dungeon having an ecology that “makes sense” is terribly important, personally. Dynamic environments are certainly good, but I wouldn’t agree with the assessment that 5e adventures have more dynamic environments that older modules; on the contrary I think they’re generally less dynamic. Elements like skill checks being more clearly laid out is a weakness in my opinion, as I think such things are better adjudicated in play than laid out ahead of time.For example, combat is much more dynamic in these newer adventures; environment, skill checks, and objectives are more clearly laid out for the DM than a room with 100 skeletons for absolutely no reason. Heck, even the ecosystem's ecology makes more sense in modern adventures.
It’s great that they have fun with it, but I don’t think “they like it because they haven’t experienced anything better” is a very compelling defense of these modules’ quality.That is the point I am making. You, because of your vast experience and incredibly deep knowledge of D&D, feel the need to improve them. This might be for you as DM or for your very experienced players at the table. But give an inexperienced or even slightly experienced 19-year-old, with a passion for learning how to DM, Rime of the Frostmaiden, and there is no need to change it. It runs fine for them and their players. I watch this happen all the time. They learn from these adventures. They also have a lot of fun!
Except there clearly is a Goldilocks zone. There are adventures I think work fine, even quite well, straight out of the box. Lost Mine of Phandelver is a great example. I would also say a lot of 5e’s adventure anthologies have individual dungeons/adventures that are good out of the box too; unfortunately they are often lacking in context, due to being parts of anthologies. Still pretty good, but they still require work on the DM’s part to incorporate into a campaign.And that is my point. You think they "suck" because they don't fit your vast experience. You have seen or read it all, so you need to change it. Or your players have seen it all, so you need to change it. Or they didn't quite get the plot just right, so you need to change it. Or they didn't leave the plot open-ended enough, so you need to change it. Or they didn't include your players' character arcs well enough, so you had to change it. Whatever it is, there is no Goldilocks's Zone for you because your experience wants more than a 200-300 page book can deliver.
But for that 19-year-old...