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Thread: Dungeons And Dragons Style Tabletop Games

  1. #361
    Me's Avatar
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    Games where everyone develops the story as you go along are faaaaaaaaaaaaaaaaaaarrrrrrrrrrrrrrrrrrrr better than something railroaded out of a book.

  2. #362
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    Quote Originally Posted by Me View Post
    Games where everyone develops the story as you go along are faaaaaaaaaaaaaaaaaaarrrrrrrrrrrrrrrrrrrr better than something railroaded out of a book.
    Yes, but the role of the GM is to be a guide and arbitrator. It sounds like the GM here is failing that role.

    Steph: I'd give it some time, he might be trying to do a more group-developed story and just be new to it. Set up some schrodinger tools, stuff that can either be useful for a serious play or useful for spanner-in-the-works play. If the GM goes full retard, pull out the heavy artillery and link the results.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Failing the Voight-Kampff test, one tortoise at a time.

  3. #363
    Lex Fasces's Avatar
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    so getting to grips with the roll20 framework in prep for some online stuff.

    all my current gaming group and off to uni and whatnot so we have lost several core members. therefore potentially going to open it up to you bunch of nerds via roll20 if it works well and my group dont want anymore (we have other GMs as well)

    what do you guys tihnk? we usually do the same thing as the image just with a wipeable whiteboard and models instead of tokens.

    it would also be nice to rp with some people that know a bit of the lore lol


  4. #364
    Lex Fasces's Avatar
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    So first game of Black Crusade started last night. I ran the starter intro mission called Broken Chains with some housemates and friends (didnt use roll20 though as not all of them have mics). Went well and only got about halfway through before some people had to leave.

    Writeup in spoilers. Dont read if you want to play the broken chains adventure.

      Spoiler:
    So basically they wake up on a prison ship en route to their place of execution. Getting up out of the stasis pods they realise that there are no guards and all the power is out. Checking the computer they get some basic info and a servo skull to follow them round and act as a glorified tour guide. After a small while they found their weapons and fought off some feral human scavenger types. One of which dying to an improvised weapon made from a pair of pliers and being applied liberally to a scavengers throat. Which all the PCs covered in blood and innards, they donned all their equipment and set off in search of answers and a way off the ship. Stumbling into a seemingly empty prison hold, filled with empty cages and whatnot, they managed to find their way to the centre and retrieve a locator signal for a prison warden. The prison warden had a key which would allow them past a security door into the upper levels of the ship.

    After a mines of moria style fight with a massive horde of scavengers, the PCs found themselves up against a huge door. Frantically holding off the 50+ ferals whilst the heretek struggled to open the blast door they actually managed to take some fairly hefty wounds (even through power armor). The noise marine activated intimidating shout (south park anyone?) and uses an ability which causes a loud screaming noise to emit from his armor. This stuns the horde and buys the tech enough time to open the door. Once through the door, making sure it was safely locked, they proceeded through the gloopy mist to find the key from the prison warden.

    The sewer runoff area they were in was actually home to a demon of nurgle that had become trapped on the ship as its gellar field flickered and then stabilised. Meeting this demon (who was sat on the locator beacon) they managed to find the upper half of the body of the prison warden in the demons lair. After a small chit chat with "Lurgath" (otherwise known as the manky shit demon) he offered them what they desire in return for food, in the form of fresh human corpses. The noise marine disagreed and blasted a chunk out of the demon whilst the khorne berserker entered rage. I rolled well for the demon and he successfully deceived the party, convincing them that the shots from the noise marines sonic blaster didnt actually hurt him (he was on ~10% hp), which made the noise marine apologise and the whole party decided to bargain with the demon instead. The problem lay in the fact that the berserker had already entered a rage and would not come down until every baddie, npc and then players were dead (taking a wp test each round to calm down). I figured this was a bad thing to happen so allowed the PCs to beat the berserker in various strength tests in order to pin him down and keep him pinned whilst the human of the group successfully charmed him and talked him out of his rage. All whilst the demon sat there giggling at what was going on. After finding some underfed humans to feed to the beast, one of the soon-to-be-eatens turned out to be a dark eldar who worships slaneesh and appealed to the noise marine for sanctuary. He spared her life when the shit demon started chowing down on the others in return for her servitude. They grab the key from the demon and left for the security door that leads to the upper levels.

    On the way back through the prison area, the berserker trips and almost makes a huge noise (which would alert the large group from before) however he spends some infamy points and manages to catch himself on the hereteks servo arm. Once at the security gate, they realise its a death corridor filled with automatic turrets trained onto them. After a 10 minute debate on how to disarm them, the heretek strolls through the corridor whilst holding the key and back again, proving that it works. Once the whole party made it through the corridor they open the door at the far end and call it quits for the night there.




    Not a bad start and some funny encounters. Not much opportunity to be good or evil so far as everything they have come across has been either openly hostile or more evil than them. I have some surprises for them ahead (such as their characters from dark heresy making up the inquisitors retinue that they have to fight to win the ship and freedom) and some tough choices as well as a cheeky encounter with a trapped demonhost who only wants to screw them over as long as he can get free doing so.

    Its like the combat of deathwatch combined with the social parts of dark heresy. Not bad and everyone enjoyed playing a morally dubious character as opposed to an upstanding citizen who always does right.

    More updates on Sunday afternoon!

  5. #365
    The Pube Whisperer Maximillian's Avatar
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    Managed to get in a final session for 2013. Not a full day but I'll take what I can get. So Thug, Hood, Battle Mage and Nature Boy ride again.

    Where we finished last time the Party had survived the Thiefs' Guild's test, an enraged Minotaur was on the lose, and everyone was running for the exits. New game starts after the Minotaur had been re-caged.

    The Thieves - aka ASS (Association of Seamen & Stevedores) - now had to decide how to handle the players. After some deliberation they inform the party that they are simply not thief-like enough to become "made" members, but were suited for knife work.

    Party is a bit disappointed but the offer of a job cheers them up.

    The city the party is currently in sits in the middle of a large trade network. As a result it contains a number of enclaves of foreigners. The Thiefs' Guild allows foreign criminals to operate in their enclaves in return for regular tribute payments.

    One group had always been slow to pay and a couple of days ago a Bagman and some thugs were sent to collect and were never seen again.

    The party were asked to go to the foreign crime boss's HQ - a den of dubious entertainments called the Haboob - collect the tribute (which they can keep as payment), find out what happened to the missing ASSmen, and - if required - make an example of the boss while leaving the Haboob operational.

    The tribute represented serious coin so the party was keen. they were given a copper piece scratched with a secret sign to prove that they were ASSmen, and off they went.

    I had guessed that the party could take three approaches: use stealth to sneak in, simply walk in and demand to see the boss, or fight their way in.

    The Party did a recon and realised that the Haboob was far larger than they though: it was an entire two storied block of houses and shops built around a central courtyard. This meant that they really didn't know where the boss would be inside. Initially they planned to go inside as customers but that meant no armour or weapons so they abandoned that idea and instead decided to go with the walk in the front door approach.

    This they do and after being stopped by the door guards are greeted by Hassim - a greasy flunky - who takes them to a waiting room while he takes the coin to the boss. The party suspect that if the boss is hostile they'll be walking into an ambush so instead they use their Charm and Persuasion skills to convince Hassim that they had urgent information and that the boss was actually expecting them. Hassim falls for it and leads the party through the maze of corridors and rooms and they talk their way through several sets of guards. To get to the second floor however required getting past the first good guards. Battle Mage casts a Charm Spell on Hassim so he will do what the party tells him to do. Hassim argues with these guards but fails his die roll so badly that one of the guards punches him in the face and knocks him out.

    Now the party faces suspicious and hostile guards. They forgo violence (much to Thug's disgust) and instead using a bit of talking and some sly magic convince the guards to escort them to the boss. Finally they arrive in the antechamber to the boss's lair and are faced by two huge, well armoured, two-handed Tulwar wielding black guards. They are told that they must give up their weapons to see the boss. The party decides to see if they can talk their way past again and I get a party squeal when I reveal the difficulty. I point out that this is why they have Life Points and cards and if they are not prepared to spend them to try something else. So they go balls-in and with some good die rolling and a lot of expensive buffing get the Negroes to open the final door.

    The party walks in on the Boss having some "family time" with his harem. After the obligatory "Bitches Leave" the party confronts the Boss. The Boss however has really good negotiation and interpersonal skills so I use them too. Normally the Boss would be facing unarmed guests with his big blackies a call away. Instead he is facing four well-armed gatecrashers who somehow got through all his security without raising an alarm. So he needs to buy time to muster his men and - if possible - talk the Party down.

    So at first he refuses to believe that Party are ASSes - they don't look like thieves after all - and demands proof. The Party goes "here is this coin..." only for me to remind them they gave it to Hassim and never took the action of getting it back. So grudgingly they allow the Boss to summon a servant who is sent to get the coin from Hassim.

    The party is getting nervous, guessing - correctly - that the servant may be alerting guards - but the boss seems relaxed and after a couple of minutes the servant returns with the coin.

    Their identity as ASSers established the party demands the tribute payment. The boss looks surprised and states that he gave the payment to the men ASS sent to collect it. When the party states that the men had not been seen the boss looks shocked and suggests that they must have run off with the money.

    This stymies the party so while Hood and Nature Boy stage a fake distraction argument Battle Mage manages to cast a detect lie spell. When asked about the payment again the boss repeats his claim but doesn't roll high enough and the lie is detected.

    Confronted with this the boss switches to plan B. He says that the previous men had decided to join him and he was making the Party the same generous offer. If the party had in fact being "made" thieves they may have been tempted as the cut of any loot taken by the thief's Guild was pretty high, but being hired goons looking for a big payday the party was not interested. Battle Mage says that he'll need to speak to the men who changed sides and they still needed the collect the tribute. However enough time has elapsed, the boss pushes a lever with his foot to unlock the doors, and comments that the last guys also refused his offer and now - like them - the party will die.

    The game now goes into rounds and the first initiative card is flipped. Annoyingly it is a GM confusion so my side loses an action so the guards who pour in through doors at both ends of the room can't also attack. This ruins the surprise and the party swings into action. Deciding the big black dudes are the greatest threat Thug and Hood tank them while driving the mass back into the doorway. Nature Boy buffs Thug and Hood. Battle Mage is left to hold the other flank and casts enrage on a single black dude who has appeared on that side. The boss meanwhile retreats to a corner away from the fight.

    Next round and the players go first. The enraged black guard selects a random target and attacks another guard and cuts him in half. Thug and Hood are holding their door but struggle to hurt the big black guards. Nature Boy is forced to face the guards coming in the other way to keep them off Battle Mage.

    Round three and the players go first. Thug and Hood combine on one black guard and manage to serious wound him and knock him to the floor. Hood gets lightly wounded in return. The enraged black guard on the other side kills another ally. Battle Mage spots the boss apparently opening a secret door and tries to Sleep him but fails.

    Round four my guys go first. The guards facing Thug and Hood manage to push them out of the door allowing more guards to enter. The guards at the other end attack the crazy black guy and knock him down though he is not wounded. A Panel opens and the boss steps into his secret escape passage.

    Round five. The players go first and get an additional action. Seeing their main quarry escaping Battle Mages decides to go nuts and - as he had passed through the room the guards pushing back Thug and Hood were coming from - realised that a Fire Ball cast in there would not expand through the door. So a bunch of guards are reduced to ash. Thug and Hood knock down the guards they are facing. Nature Boy throws a smoke bomb at the guards coming through the other door. They then use their extra action to run for the secret passage and manage to force their way in before it shuts.

    Sadly we ran out of time there so the session ended with.

    Part of the Haboob being set on fire.
    A murderous crazed black dude on the lose.
    The party crammed into a narrow passage way in the pitch dark hot on the heals of the boss.
    Last edited by Maximillian; December 22 2013 at 06:21:12 AM.

  6. #366
    Ophichius's Avatar
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    This sounds like it's leading to the "Great Fire of <year whatever>" as the rookery burns down and catches the whole rest of the city in the firestorm.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Failing the Voight-Kampff test, one tortoise at a time.

  7. #367
    Steph's Avatar
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    Just had a thought. Would anybody be into doing an FHC game of something?
    Quote Originally Posted by QuackBot View Post
    Canadians are usually cooler.
    Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal

  8. #368
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    Quote Originally Posted by Steph View Post
    Just had a thought. Would anybody be into doing an FHC game of something?
    On one hand, I would say yes. On the other hand, I'm suspicious of how many FHC players would just troll each other.

  9. #369
    Donor Eard's Avatar
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    Pbp or something googlehangoutish? Just starting a edge of the empire campaign that work people are running, but would play something not super aggressive attendance. Only real estate experience is with 3/3.5 d&d

  10. #370
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    Quote Originally Posted by Andrea Griffin View Post
    Quote Originally Posted by Steph View Post
    Just had a thought. Would anybody be into doing an FHC game of something?
    On one hand, I would say yes. On the other hand, I'm suspicious of how many FHC players would just troll each other.
    Trolling is the best part. Just need to pick a game/storyline/GM that's not super tryhard and willing to roll with stuff. We did an FHC paranoia game on IRC that worked out really well (I think I posted a writeup a lot of pages back), I'd always be up for doing something like that again.
    i heard you're ideas and their definately good

  11. #371
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    Quote Originally Posted by Steph View Post
    Just had a thought. Would anybody be into doing an FHC game of something?
    Play by post? Absolutely!
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  12. #372

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    I'd be in for that

  13. #373

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    If you'd have me I'd be down for pbp depending on the system. Pbp would make timezones a little less of an issue which is nice.

  14. #374
    The Pube Whisperer Maximillian's Avatar
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    Is no one playing PnPs anymore?

    Managed to fit in a half day session on Sunday to finalise the great Haboob raid.

    The players pursued the Sheik down the pitch-black secret tunnel. Given the chaos of the preceding battle I make the players roll to determine their marching order in the narrow passage. Battle Mage winds up out front with Thug behind. As a result Battle Mage runs into the Sheik who is trying to open the door at the other end. Hand to hand combat ensues which Battle Mage is not very good at, so he winds up grappled on the floor while the Sheik tries to draw his dagger. Thug decides to assist to kicking wildly in the darkness and manages to kick Battle Mage in the head, stunning him. Thug choses to use his extra action card and kicks again, this time managing to kick the Sheik in the face knocking him out.

    The players pause at this moment and listen to the fight going on outside between the enraged Eunuch and other guards. We drop out of rounds and hood opens his "light spell" lamp. The players see that in addition to the door the Sheik was trying to open there is a small manhole with a ladder going down off to one side. Nature boy casts an Aid spell on Battle Mage and with a bit of squeezing Hood and Thug get to the front and revive the Sheik by throwing wine in his face. Once he is conscious they demand to know where the loot is kept.

    The Sheik - greasy diplomat to the end - tells them that they won't get any loot and that their only chance of a payday is to ransom him. The players consider this, then knock him unconscious again and search him. They find a dagger and a gold chain but nothing of great value.

    At this point the sounds of battle cease and the players decide it is time to move. They descend the ladder and emerge via a hidden panel in the kitchens, which thanks to the fire are deserted. They spot stairs leading down into the cellar and decide that any loot may be kept underground.

    However they find themselves after passing through several chambers at a dead end. Nature boy decides to use the only charge on an item that casts True Seeing (the players really hate using up their items) and spots not only a hidden doorway but also the fact that there was an invisible key on the Sheik's gold chain. Checking the hidden door they uncover a keyhole and the Sheik's key opens it.

    Behind they find a passage that leads to a small chamber with a counting table, a large ledger book, and a small amount of coins. Behind it is what is apparently a strong room with an armoured door that sports 3 key holes. No problem says Battle Mage we'll just Stoneshape through the wall. Ok it's Warded so maybe we should wake up the Sheik again.

    As they do this they hear the secret door being opened. The players react by overturning the counting table and Thug and Nature Boy take cover behind it. Hood stays back to watch the Sheik while Battle Mage drinks a potion to partly refill his depleted Mana Store.

    What follows is a short massacre with guards who can only enter through the door two at a time getting slaughtered. After the first few go down the hidden door is shut and then jammed.

    The players are congratulating themselves when the Sheik bursts their bubble. To open the vault door needs three different keys, so no single person can clean the place out. By not ambushing the guards once they were all in the passage they had just allowed a second key to get away from them. To up the pressure I now inform the players that smoke is starting to be drawn into the passage and chamber from vents in the roof. The Sheik again suggests that they ransom him and he'll show them a secret way out to boot.

    The desire for loot vs. the desire to escape locks the party in stasis. Finally Hood decides that he will try to pick the two locks they don't have the keys for anyway. This takes time as he examines the locks, and then has to make key substitutes. The smoke is thickening and the Sheik is taunting them to boot. Eventually die rolls are made for each lock and the whole party gives up most of their precious cards and Hood succeeds. At this point the party out thinks me and - after checking the vault can open from the inside - they dragged the Sheik inside and close the damned door. Free of smoke they start opening chests and see more loot than they have seen all campaign if they can carry it away.

    So various bits of equipment are dumped and the players load up with loot. As the Sheik mentioned a secret way out they decide to beat it out of him. So Hood & Nature Boy grab his arms and hold him up so Thug can beat his face.

    However this puts us back into rounds. The initiative card is flipped and the GM goes first and gets an extra action. Having nothing to lose the Sheik first head butts Thug who is stunned and then uses a knockdown attack on Hood and Nature Boy. I roll in front of the players and roll well. All three are knocked to the ground. The Sheik may have his hands tied but his feet are free (players didn't want to carry him) so if he can just open the door he may escape.

    Battle Mage, concerned about his low mana - tries to hit the Sheik with his staff but misses.

    Next card and again the GM goes first. I make an agility check and the Sheik manages to unlatch the door and pushes it open. Thug, Hood and Nature Boy use their actions to stand so that leaves Battle Mage, who uses the last dregs of his mana to Shocking Grasp the Sheik. He rolls off the scale and the Sheik finally goes out like a cicada on a bug zapper.

    However opening the door lets the smoke in. The players must now make a Vitality check each round or suffer shock. Enough shock and they are incapacitated.

    As the Sheik mentioned a secret way out the players, now devoid of magic, desperately search while coughing and chocking. Finally Nature Boy finds a small slot in a flagstone and levers it up to expose a short tunnel dropping down into what seem to be a small sewer pipe. They can only get down one at a time and there is a bit of arguing before the worst affected by the smoke goes first. Nature Boy is tail end Charlie and pulls the flagstone shut behind him with one shock point left.

    The players are now struck in the quandary of dividing up the loot and then spending it. ASS will take their cut but it is still a nice haul (I always keep players on a limited loot diet so they always freak out when I give them a good haul. Maybe they should be wondering why I think they need it......

  15. #375
    Me's Avatar
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    TMA running games from adventure modules.

    The GM in my group is really slack and we only ever get two or three short sessions into something before he wants to do something else, and those sessions are often a month+ apart because apparently unexpected shit often comes up on Tuesday evenings...

    So rather than just sulk I figure I'll have a shot at it. A preset setting is a good idea I think so we can just get into it and don't get bogged down in making shit up.

    Been playing the Temple of Elemental Evil video game and enjoying it, has anyone done it PnP style?

    Any other good ones anyone can suggest? Combat focused is a big plus, I want to do it properly with the minis and stuff, the current GM is very wishy washy with the rules and I think that's a big reason why we find things a bit shit.


    Pathfinder or 3.5 D&D would be best I think since we are familiar with that. But I'd like to give one of the 40k ones a shot too, do they use minis? I have a hard enough time keeping track of stuff as a player, if I was running things in my head I'd go nuts.

    It'd be 3, potentially 4 people plus me if that has a bearing on suggestions.

    And yes I can see the irony of asking this after my post at the top of the page.

  16. #376
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    Never played with minis myself since i find it very cumbersome to manage that too (though i can see some appeal). Did your group use paper&markers before or did you manage combat purely by imagination/GM's discretion?

    I can check my Pathfinder/3.5 stuff regarding the adventures. What would be your preferred playstyle 'between' the fights? Cloak&dagger, intrigue or rather something different? Did your Group decide that yet? A
    Nd make sure you are all on the same page (at the very least regarding the basic knowledge regarding the campaign world). My last try to play with friends died on them expecting i run pnp like they play MMO'S

  17. #377
    Donor halbarad's Avatar
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    Minis work well for getting combat to run smoother and making it easier for people to visualise where they are and how they will effect things. It does detract from the role playing but I've always felt it's an acceptable loss as combat can cause all sorts of headaches if one or two others have different mental images of the scenario.

    On modules, pick one or two you like the plot to and get characters made first. Then you can adjust sections of the module ahead of running it so it's challenging where it needs to be etc. You'll also have a good idea of how your players react to similar situations so can adjust them to get a similar end result or plan extra outcomes should they do y instead of x etc.

  18. #378
    Ophichius's Avatar
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    Quote Originally Posted by Me View Post
    TMA running games from adventure modules.

    The GM in my group is really slack and we only ever get two or three short sessions into something before he wants to do something else, and those sessions are often a month+ apart because apparently unexpected shit often comes up on Tuesday evenings...

    So rather than just sulk I figure I'll have a shot at it. A preset setting is a good idea I think so we can just get into it and don't get bogged down in making shit up.

    Been playing the Temple of Elemental Evil video game and enjoying it, has anyone done it PnP style?

    Any other good ones anyone can suggest? Combat focused is a big plus, I want to do it properly with the minis and stuff, the current GM is very wishy washy with the rules and I think that's a big reason why we find things a bit shit.


    Pathfinder or 3.5 D&D would be best I think since we are familiar with that. But I'd like to give one of the 40k ones a shot too, do they use minis? I have a hard enough time keeping track of stuff as a player, if I was running things in my head I'd go nuts.

    It'd be 3, potentially 4 people plus me if that has a bearing on suggestions.

    And yes I can see the irony of asking this after my post at the top of the page.
    Treat them as guidelines, not hard rules. (Especially ToEE, everyone knows how -that- goes. Mix it up some to keep metagamers on their toes.)

    Personally I use modules as inspiration, and the first thing I do when considering running one is sit down and think "How could the players go off the rails and where?" Then have a short outline of a contingency plan that I keep on a cheat sheet. They're not necessarily ways to railroad the players back onto the script either, just ways to adapt to the outcome so that I don't have to stare across the table with a stupid look on my face, racking my brain for things to do when the PCs spend all their starting wealth on scrolls of wall of iron and forges, then proceed to flood the dungeon with molten iron in lieu of exploration.

    I'd say the very first thing to do would be establish expectations for the campaign (Or lack of campaign). Let people know you're running a one-off, or a short arc, and you hope to wrap it up in X sessions. That way players will play for the appropriate scenario. ToEE can, with some tweaks, be run as anything from a Paranoia-style backstabbing brawl where everyone needs a dozen characters rolled up and waiting in the wings, to a slow burner Call of Cthulhu style exploration mystery (Though that requires altering most of the combat encounters.). Let players know ahead of time what style you're thinking of running, and make sure they're happy with it.

    Secondly, get a good handle on combat. If you're going to make it a hack'n'slash module, understand the strengths and weaknesses of your party going in, and tweak encounters accordingly. Also, play your spellcasters smart. Even a low-level caster can be a nightmare for a party if they make full use of debuffing spells rather than their relatively weak direct damage spells. (Sleep, Color Spray, and Grease are the three level 1 spells with the most potential to be battle-changing, as they can instantly incapacitate multiple targets at once.)

    Finally, make a personal determination going in of how lethal you want to be. Some DMs run modules like wood chippers, some prefer a less aggressively lethal style of play. You've got a better grasp on your players' mentality than we do, so tune your module to a difficulty that they'll find fun. And remember, the DM screen is there so they have no idea what you -really- rolled. Use this to tweak things as needed.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Failing the Voight-Kampff test, one tortoise at a time.

  19. #379

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    To reinforce what O says, find out what the group likes and expects, and adjust whatever module you want to do towards that. I've had poor experiences running very well made cloak & dagger adventures for folks not into it and had heaps of fun running a shitty half assed dungeon crawl featuring santa claus' evil minions with the same group. As a DM I am also a firm subscriber of the "cannot say no to a player" way of thinking. Its either "Yes" or "Yes, but..". And in general the more creative the solution/scheme the better the reward and higher the risk, they I never tell em.

  20. #380
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    I have always found dnd with minis to be a massive ball ache though starwars saga was not to bad. If you are set on minis in my opinion 4th ed is the way to go.

    For pregenerated settings and adventures you can not beat cthulhu though very combat light, 40k can be good and combat if you want it plus it has a setting that almost all gamers will have some experience of though i can not comment on the quality of prewritten stuff.

    "Kerning is serious business"
    And having an image that does not cause Autism attacks even more so.

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