As someone who has been trying to learn how to DM while still very new to D&D, I found Goblin Trouble especially helpful. Not only do they give you a simple, straightforward story, the author adds many tips along the way on what might happen and how to react. When you reach the village, the author encourages you not to spend too much time describing the village, but instead give the players a few places to choose from. Later on, you can slowly add to the list of visitable locations if the players return to Oakenvale and want to explore more. This is a tip I could have used a few weeks ago as I foolishly tried to design a city from scratch before the players had ever set foot in the place.
There are interesting complications for advanced players, like trying to rescue an NPC from bleeding out while still in combat or deciding how to interact with an evil half-ogre who could help you in an upcoming battle but has also been killing villagers in his spare time. It never goes too far over my head though, making a point to explain how mechanics work as soon as they introduce them. I was about to start a group on the D&D Starter Kit, but after reading through this campaign, I've decided to start with this and then let it lead naturally into the Mines of Phandelver. Looking very forward to the next part of this campaign once it's written!
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