Running CMG Adventures

  1. freyar
    freyar
    I thought this might be the appropriate place for people to ask for advice on running CMG's adventures from those who've DMed them before (or written them! ).

    I'll start, since I'm likely running a game for some relatively new players in the next 2-3 weeks and would like to use The Whispering Woodwind. Here are a couple questions to get things started.
    1) Any general hints of trouble spots where newbies might get stuck? We'll be using Pathfinder beta rules with 3 characters, so I was thinking of Adjusting the Bar to level 2.
    2) Can I expect to finish in two 2-3 hour sessions? If you've had to run this on a timetable, do you think I should shorten it, or would it just be better to take an extra session later?
    3) Anyone thought about where this adventure might fit in some of the more popular campaign settings, specifically 3e FR and Golarion? I ask in case this develops into a campaign. I'm of half a mind to stick it just outside Baldur's Gate in FR.

    Thanks in advance!
  2. Mark
    Mark
    Quote Originally Posted by freyer
    I thought this might be the appropriate place for people to ask for advice on running CMG's adventures from those who've DMed them before (or written them! ).

    An excellent idea!


    Quote Originally Posted by freyer
    I'll start, since I'm likely running a game for some relatively new players in the next 2-3 weeks and would like to use The Whispering Woodwind. Here are a couple questions to get things started.
    1) Any general hints of trouble spots where newbies might get stuck? We'll be using Pathfinder beta rules with 3 characters, so I was thinking of Adjusting the Bar to level 2.

    Getting a dog or two can be a particularly useful thing but can be tough if the PCs are short on funds. The final battle can wind up as a huge donnybrook rather than isolated skirmishes if the PCs are not careful, which might be overwhelming. Keep in mind that the villains are cowards at heart.


    Quote Originally Posted by freyer
    2) Can I expect to finish in two 2-3 hour sessions? If you've had to run this on a timetable, do you think I should shorten it, or would it just be better to take an extra session later?

    If you cut out the center portion, with the Trundlefolk, this can be run as a fairly short adventure and I have done this for gamedays. That center portion can be used later in a modular way in most areas of any setting since they are nomadic humans, essentially.


    Quote Originally Posted by freyer
    3) Anyone thought about where this adventure might fit in some of the more popular campaign settings, specifically 3e FR and Golarion? I ask in case this develops into a campaign. I'm of half a mind to stick it just outside Baldur's Gate in FR.

    I'll have to leave this to others but any locations similar to medieval England with a main town of about 3K people and other smaller towns within about a day's travel should suffice.


    Quote Originally Posted by freyer
    Thanks in advance!

    Well, thank you!
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