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Notes and Suggestions

Now that the campaign is level 3 and we are moving into the module more I wanted to make a couple of comments.  First, I've heard from players on several occasions that stealth doesn't work in my campaign. It hasn't worked much in the past but I maintain that this is more to do with the party. Stealth can work as can trickery as long as the plan is well thought out. The module certainly has room for all these types of adventuring but the bad guys aren't entirely dumb either. They will see through a poor disguise or bluff. I know the rule is never split the party but going forward that may be the best option in some circumstances. I'm not advising anything here; I just don't want you guys to think the only way to win is to kick in the door. The second thing I wanted to mention is concerning alts. I get wanting to play something different now and then but there are two concerns I have. One is continuity. With this campaign where it's a different group each time it's hard enough to build coherency in the team, but switch characters as well and it's a further complication. It's also difficult to involve twice as many backstories. The second concern is mechanical. This module is open ended meaning you can get in over your heads. This becomes an even bigger problem when you split XP between two characters. I'm not saying you can't play alts, the rules haven't changed. I just wanted to share some advice. 
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The original post sounded more harsh than I wanted it to. I had considered deleting it but I still think it bears mentioning. So I'll offer an update/reply. In my last 5e campaign I felt like players weren't having fun if they didn't have monsters to attack. This goes all the way back to my days as a tank in any given MMORPG (I've played almost all of them, and some that were never released!). I was a good tank, and took my job seriously; usually Paladin if it was an option (Also worth noting here that I'm of an older generation of MMO player; I tried WoW long enough to know that I hated it due to the 'faceroll' mechanic that is prevalent, which occurred by level 14 which was achieved during the public beta). My first rule was that players who don't have things to click on get click-happy and cause trouble. So I would only give the bare minimum of time for power regen (or whatever that resource was called) before starting another fight. My intention was to keep people focused otherwise you're dealing with herding cats! So my last campaign was always a race to roll initiative which does get a little dry over time. I have immensely enjoyed the backdrop that the module has made available for me. I have enjoyed taking a back seat while the characters roleplay. It's been great and I've learned a lot. And that's a main reason I chose a module for this campaign ~ I'm trying to branch out to become a better DM (it's a permanent work in progress). So for my part I'm going to challenge myself to offer more in the way of roleplay and 'theatre of the mind' type stuff. I think in the past I've been moving to a tactical board with initiative too quickly. I didn't always intend an encounter. My intention was to allow each character a chance to do something, even if it's simply exploring ahead, without missing anyone. But I think that's putting too many limitations on Stealth and Trickery type checks. So expect more in the way of imagery to support the idea that combat happens when everything else breaks down. Having said all that, in my defense, 75% of the Player's Handbook is detailing what you can do in a combat round. D&D is, and has always been, about combat. I like combat and I expect you guys do too. But I still want to give opportunities for other avenues prior to that final event!
I think an important thing to note is that everyone, including those with dark vision, has disadvantage  on sight perception checks  in darkness. That equates to -5 to passive perception(or +5 to Stealth if you want to think about it that way). I know we usually carry around a torch, but if someone wants to Stealth, the light radius isn't too big. As for whole party Stealth and surprise rounds, good luck unless the enemy is sleeping.  Mid combat, there's plenty of corners for rogues to hide behind and pop back out. It's less about make the enemy think you're not there and more about surprising them to gain advantage. Lightfoot halflings don't even need a wall, all they need is a teammate. 
I fully understand where you're coming from Ben, having tried to use maps for everything in the past as well. I think a 'theatre of the mind' approach in certain situations can not only help with immersion, but keep the times in between the 'action' shorter as well by simply asking what everyone is doing and explaining to the party what they see and hear along the way. If someone is, for example, checking for traps - any half smart party member will be following behind them of course, and trying to sneak ahead in places can easily be narrated instead of constantly measuring movement and rolling for Stealth. Of course, on some occasions a map can just as well be good to keep players on their toes. Either way, I have personally enjoyed your style of DM'ing with or without maps, and it's up to the players to communicate in character, and try to make a plan of approach (even if it -is- kicking in the door). Don't be afraid to speak your mind as a player, or in case your character doesn't speak just grunt approvingly or disapprovingly! If someone -wants- to sneak and scout ahead, all it usually takes is making the suggestion and asking your group to hang back a bit. Last session we've had -plenty- of communication, at least for how little we know eachother. Before we entered the large chamber where we knew trouble was stirring, we tried to devise a plan. But having only one entrance to the place, that 'plan' was rather quickly made. "In preparing for battle I have always found that plans are useless, but planning is indispensable." - Dwight D. Eisenhower
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Dibble resembles that last remark. =) Considering what you said Ben in the first post. You have a good point and also considering that many of us can't even make most of the games, I will take your advice and stick with my main character Dibble until he meets an untimely demise.
See the second post for some edits concerning what I consider the 'dumbing-down' of the gaming industry which I blame entirely upon WoW and XBOX. Also, a quote: "No plan survives player interaction." ~ Every DM, ever.