Final Attack
First Post
4th edition dnd.
Every once and a while I run a game which I consider, bombs.
The story looses prominence and momentum, Characters start moving against moving forward, players are distracted from the outset and impossible to focus, and combat becomes a little bit of a slog.
I can blame it on a surprise member which resulted in 6 players instead of 5, but I'm sure there is something I could have done better. Firstly I was ready for a game of 5 players, and another turned up without notice. Now at 6 players I had to help 2 players roll characters. One was a paladin, who's personality was vacant mindedness (player personality). The other was a mage who insisted on fighting with his staff unless absolutely necessary. The last adventure had resulted in the Fighter dying and the party was looking for resurrection. So one player was sitting out and it was like moving through mud to get the game rolling. 2 new characters introducing, and all other party members introducing. A few rather keen players were taking the inniative and coming up with all sorts of things they were doing at the time, and how it effected the party, but this did nothing to progress the story.
Story:
The party fought some mercinaries last adventure resulting in the fighters death. They tracked one of the mercenaries who ran, a witch, to her home where they found a scroll nobody could read (rez scroll). So they headed to the nearest town Winterhaven. Unfortunately the town was under martial law, due to what the party find out to be a murder in town. They are turned away at the gates and met a merchant. Being cheapskates they try to convince the merchant to give them free food dispite having plenty of gold. He declines their attempts to score a free meal, and the party is left to starve all their way to Fallcrest in search of a Wizard. They meet the Paladin at the Winterhaven Gates and the wizard on the journey down to Fallcrest. They talk to the local mage who uses the scroll to ressurect the fallen friend. The mage gives them a mission involving the adventure in the back of the DMG. Kobold. They spend the next 3 hours hacking through the dungeon. Get to the gates of the White dragon, and spend all dailies to kill the kobold mage and friends. We call it quits before they can confront the dragon.
Overall I was run down by the adventure. I tried to push them so hard to keep the game flowing that I just got exhausted. Each decision by a party member took longer and longer, I forced delays onto players 4 times because they couldnt' come up with something in 15 seconds. It wasn't an uninteresting fight by design. It just resulted in exchanging of weak hits for ages just to drop a kobold.
In this circumstance I started killing Kobold before they really died when I saw that the party would overwhelm them next round. But damn it took some time. I think the problem was that I was spending too much time managing that I didn't make the battles sound exciting, and didn't get the atmosphere going as much as I could have.
Any suggestions with regards to 6 player parties, or what to do when neither the players or the Kobold are dying but just going round after round exchanging blows.
Every once and a while I run a game which I consider, bombs.
The story looses prominence and momentum, Characters start moving against moving forward, players are distracted from the outset and impossible to focus, and combat becomes a little bit of a slog.
I can blame it on a surprise member which resulted in 6 players instead of 5, but I'm sure there is something I could have done better. Firstly I was ready for a game of 5 players, and another turned up without notice. Now at 6 players I had to help 2 players roll characters. One was a paladin, who's personality was vacant mindedness (player personality). The other was a mage who insisted on fighting with his staff unless absolutely necessary. The last adventure had resulted in the Fighter dying and the party was looking for resurrection. So one player was sitting out and it was like moving through mud to get the game rolling. 2 new characters introducing, and all other party members introducing. A few rather keen players were taking the inniative and coming up with all sorts of things they were doing at the time, and how it effected the party, but this did nothing to progress the story.
Story:
The party fought some mercinaries last adventure resulting in the fighters death. They tracked one of the mercenaries who ran, a witch, to her home where they found a scroll nobody could read (rez scroll). So they headed to the nearest town Winterhaven. Unfortunately the town was under martial law, due to what the party find out to be a murder in town. They are turned away at the gates and met a merchant. Being cheapskates they try to convince the merchant to give them free food dispite having plenty of gold. He declines their attempts to score a free meal, and the party is left to starve all their way to Fallcrest in search of a Wizard. They meet the Paladin at the Winterhaven Gates and the wizard on the journey down to Fallcrest. They talk to the local mage who uses the scroll to ressurect the fallen friend. The mage gives them a mission involving the adventure in the back of the DMG. Kobold. They spend the next 3 hours hacking through the dungeon. Get to the gates of the White dragon, and spend all dailies to kill the kobold mage and friends. We call it quits before they can confront the dragon.
Overall I was run down by the adventure. I tried to push them so hard to keep the game flowing that I just got exhausted. Each decision by a party member took longer and longer, I forced delays onto players 4 times because they couldnt' come up with something in 15 seconds. It wasn't an uninteresting fight by design. It just resulted in exchanging of weak hits for ages just to drop a kobold.
In this circumstance I started killing Kobold before they really died when I saw that the party would overwhelm them next round. But damn it took some time. I think the problem was that I was spending too much time managing that I didn't make the battles sound exciting, and didn't get the atmosphere going as much as I could have.
Any suggestions with regards to 6 player parties, or what to do when neither the players or the Kobold are dying but just going round after round exchanging blows.
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