This is a post mortem about my experience running the 5th edition D&D module Tomb of Annihilation.
If you’re a player who may experience this as a campaign, don’t read this post, since it will contain spoilers for the module.
If you are a DM who is considering running the module, you might find this post useful. If you have no interest in running or playing the module, you might still find it interesting, though not entirely comprehensible. If you’re one of my players, this is safe to read as this doesn’t contain any spoilers for anything you haven’t seen yet. It may also shed some light on things that might have been confusing during play. If you’ve already played or ran the module, this is (probably) also safe to read, and I’m interested in hearing your thoughts about how you did things differently or whether you think my critiques are off base or not.
First, some background: I ran the ToA with an advance copy provided by Wizards of the Coast. I had a slight head start on some players in running and prepping this, though it was officially released a few months after our campaign started live streaming it. My players are mixed: some very experienced, some only somewhat experienced. A couple have been playing D&D for a very long time. I have one player who playing in his first campaign, and another who is playing 5e for the first time but has previously played 3.5.
Fifth Edition has proven to be a great D&D edition for me and my group. Let me preface that by saying I was quite fond of 4th ed and did not like 3.5 very much. That puts me in a minority. A minority of very smart people with excellent taste, mind you, but a minority nonetheless, so when you read this, you might want to keep my tastes in mind.
Spoilers below the jump.