Looking for advice on running The Wild Beyond The Witchlight
Hello all,
I was hoping to add some more info to the discussions on here to bring some more life, and I was curious if anyone here had run Wild Beyond the Witchlight before, and if so, what are your overall/specific experiences?
I'm a medium experience DM with a group of 6 mostly newbies, and while it's not the best adventure for first timers they wanted to do it. We are going to start the carnival in the next few weeks and I was wondering if anyone had any tips for me!
I'm running it now for my kids and their friends. That said my table will likely look very different haha.
What advice I can give is that the mystery mine is a bit brutal for so early.
Try to talk some players into making a pact with the ticket slinging goblin at the beginning. Maybe increase the ticket price to a gold piece or maybe 2. It really adds fun to the encounters.
NoFunAllowed has a bunch of good videos outlining the campaign. Give him a listen for a decent summary of each chapter
I was thinking about the pact and I agree, the prices given seem to small. I was already planning on changing some of the approaches and descriptions to other attractions (seems to me like it's too easy to lose "mood" for doing things that the players don't really have a hand in) so I think a gold piece or 2 is a great change.
I haven't run the whole thing but I ran the "Downfall" location as part of my homebrew campaign and it was a highlight.
Make sure your players are cool with the idea of non-combat resolutions. Its not a combat focused campaign the way D&D typically is and usually the non-violent resolutions to quests are the more interesting outcomes.