D&D 5E Waterdeep - Dungeon of the Mad Mage

What is your opinion on Waterdeep - Dungeon of the Mad Mage?

  • I have played it as a player and enjoyed it.

    Votes: 7 22.6%
  • I have played it as a player and did not like it.

    Votes: 1 3.2%
  • I ran it as a GM and my group enjoyed it.

    Votes: 6 19.4%
  • I ran it as a GM and my group did not like it.

    Votes: 4 12.9%
  • I have read it only, but it seems like something that would be enjoyable.

    Votes: 9 29.0%
  • I have read it only, but it seems like something that I wouldn't like.

    Votes: 3 9.7%
  • I have played it as a player and ran it as a GM and recommend it.

    Votes: 0 0.0%
  • I have played it as a player and ran it as a GM and do not recommend it.

    Votes: 1 3.2%


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As a player who had a good DM, I loved it. One of the favorite campaigns and the first time we made to level 20.

I think my DM would have a little bit of a different opinion. He told us while he enjoyed running it, he had to use a lot of outside resources to really make the campaign work, and the later levels had a lot of rework done to the monsters to make them challenges to the party. I believe he followed a Reddit channel for Dungeon of the Mad Mage that had a lot of tips and tricks which he said was invaluable to him.
 





Never ran it, but it was a blast to do the maps. ;)

Cheers,
Tim
The maps were the best part for me, easily.

DotMM is a bit of a heart breaker for me. I have wanted to run an Undermountain campaign ever since I got my hands on the original boxed set back in the early 90s. I was positively buzzing to run it for 5e.

My group bounced off it pretty hard. Without a lot of heavy lift from a DM (who's also willing to incorporate third party stuff, Reddit, DMsGuild, etc.), it feels like a lot of floundering in the dark. I'd love to give it another try, but I don't know if I'm willing to put in the work for a module I already paid for.

All of that said, I love love love Turgenev's maps. The early levels are very useful, scaled-down versions of the original. The lower levels are truly inspired in terms of how to access certain areas, how to circumnavigate others, and overall are a really good study of megadungeon map design.
 

OK so I started running this as a palate cleanser after years of COVID disruptions messed up a bunch of more plot-heavy campaigns. I sold it as an "old school; beer and pretzels; kick in the door, kill the monsters, and take their stuff" style of campaign. There is no plot; the plot is what the players make of it.

I downloaded the DotMM Companion from the DMs Guild and started off using the Halaster's game show variant. The party near-TPKed against the drow in the temple on the 3rd floor.

So with the replacement party, I made it so Halaster wanted them to do some "house cleaning" for him so he could reset the dungeon. It was a bit of a slog, and they did skip a few floors, but we did eventually make it down to Halaster's lair!

We had a lot of fun with it, and I didn't put a lot of effort into DMing it (with a few exceptions). It was the right campaign for us at the right time.

Now I'm running The Wild Beyond The Witchlight as a palate cleanser after all that dungeon crawling!
 


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