@tsaukpaetra stares aghast at @izzion , "hey! Don't go blaming yourself only for the performance of the team! Surely we all know we still have work to do, our effectiveness as teammates won't fix itself so quickly, and you can't expect miracles to happen just because you were named leader!" he (softly) exclaims, "stop quibbling around and help make plans for us to improve. You don't become a good leader by whining, and we need you to focus and help get us back on track. If you let these self-doubts cloud your mind, it won't matter if you're not the leader, you'll be so distracted that my bumbling about yesterday will look like... Like... Oh whatever. Look, we all need to get better, but team morale is the first place to start. Ok?"
Overall I found the level 1 experience pretty good I'd say. For the most part, the battles seemed pretty well-balanced to me as far as difficulty goes. The other challenges to overcome seemed to make sense. Curious pilgrims...
Best advice I have for now is to focus on one or the other, ranged or melee (specialization is key to be badass in D&D). Picking your combat style (and favored enemy, how did I miss that?) will be a big part of that- I would recommend, but do ignore me if you want, that you go with crossbow, archery, or underhanded (crossbow slightly more than the other two).
Though I would say, specialization for a preferred combat strategy, while very very helpful, doesn't mean it's not good to also have a backup plan of course. Alanus for example is significantly specialized for two-weapon melee fighting (even more so after the levelup), but having that backup weapon sling staff proved pretty handy this last battle. What I would say is, for the most part specialization is good, but if there are options for backup plans that don't involve sacrificing any of how the character is specializing, why not have them.
One thing emphasized in the last battle, was damage resistance. Damage resistance doesn't come up in all battles, but when it does it tends to be a big deal, and I find tends to reward having "alternate weapons" often times. When playing a bow-using character in the past, I had found it quite helpful to carry a variety of types of arrows. Of course, level 1 characters often have less resources for alternate weapons or damage types and such... I also think that sometimes, fleshing out a character's options this way can have some minor character development relevancy too.
Sorry, I was away for the long weekend. But wow, things have taken an, uhm, interesting turn of events...
My thoughts: All players have a style of play they prefer, and all GM's have a style of play they prefer to use. So some GM/player combinations will work better than others. Obviously this is one that works less well.
As for myself, this is my first RPG and I enjoyed all of it so far. I would be sad to see it end, but at the same time I don't want to play with other players who are not enjoying it anymore...
Distances are not exact, map is not entirely to scale, etc. and there are more places than what's shown that just aren't relevant yet. Team A can ignore the Baron landmark, he doesn't exist in your world.
Making fun of Headmaster Ebonfeather's map will result in an Enlarged and Extended casting of Black Tentacles being performed within your person.