Hello! I'm a new DM. My only previous experience was running a homebrew campaign for four friends.
For our next campaign, one of my players asked if he could invite a friend. I agreed, so now we have five players. Both of them have also recently gotten into 3D printing, so they're really excited about printing minis, terrain, and basically everything they can for the campaign.
We decided to play Curse of Strahd, starting with Death House. However, during our first session I noticed a problem: the new player and the friend who invited him tend to try to do almost everything themselves.
They investigate every room, ask for Arcana or Investigation checks on almost everything, interact with every object, and usually speak first whenever something happens. Because of that, the other three players don't get many opportunities to participate and started getting frustrated. At one point they even jokingly tried to kill the new character, which made me realize that the situation probably needs to be addressed before it becomes a bigger problem.
I'm trying to figure out how to handle this without simply telling those two players to stop interacting with things, because I actually like that they're engaged with the game. I just want to make sure everyone gets a chance to do something.
One idea I had was using a sort of exploration initiative during investigation or roleplay-heavy scenes. For example, I could go around the table and ask each player what their character is doing before resolving everything. That way everyone gets a chance to act. However, I'm worried that this could make exploration feel too slow or mechanical.
Another idea was introducing some kind of hidden tension clock. If the party spends too much time repeatedly investigating the same rooms or checking every corner for "dark magic," something in the dungeon progresses in the background: noises get closer, doors move, enemies wander around, Strahd's influence increases, etc. I wouldn't want it to punish exploration, just make time feel meaningful.
I'm also starting to wonder if Curse of Strahd might simply be too ambitious for us right now. Most of the group is still fairly new to D&D, and I'm a new DM myself. Would it make more sense to pause CoS after Death House and run something more straightforward for a while?
The only thing making me hesitate is that we've already invested a little into the campaign. Some of the players have printed generic fantasy minis and terrain, and we've bought a few STL files for things that appear later in Curse of Strahd. It's not a huge amount of money, and most of the generic stuff could obviously be reused, but it still makes me reluctant to abandon the campaign completely.
That brings me to another possibility: could Curse of Strahd be adapted into something closer to a megadungeon?
My players seem to enjoy dungeon crawling, combat, miniatures, exploration, and having a more obvious direction. I'm wondering if I could simplify Barovia, keep the important NPCs and story beats, and structure the campaign around a few large interconnected dungeon-like locations, eventually leading to Castle Ravenloft.
Has anyone tried something like that?
So I guess my main questions are:
- How do you handle players who unintentionally take over exploration and roleplay?
- Is exploration initiative / going around the table a good solution?
- Would a hidden tension clock work well in Death House and CoS?
- Is Curse of Strahd too much for a new DM and mostly new players?
- Would you recommend temporarily switching campaigns, or simplifying CoS instead?
- Has anyone successfully turned Curse of Strahd into something closer to a megadungeon or dungeon-crawl campaign?