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HELP! I just volunteered to write a tourney module!
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2694445" data-attributes="member: 3146"><p>My experience writing for Living Greyhawk:</p><p></p><p>1. You can fit 3 combats in a mid-level mod like this and still have enough time for some non-combat roleplaying and decision-making without too much difficulty. (Note that foes using darkness or blink, battles with large numbers of opponents, etc all reduce the number of combats you can fit into the mod). If you cram and are efficient at keeping the game moving, you can have four combats (as long as a couple are easy (EL=party level) or even five but you will sacrifice non-combat activity to do so.</p><p></p><p>2. Factor in some time for players to figure out their character sheets if you're using pregens or to evaluate the characters they bring in if you aren't doing that.</p><p></p><p>3. You can speed things up by offering preprinted initiative cards similar to the ones that come with the Dungeons and Dragons miniatures with the mod. That gives the DM a way to keep track of all the NPCs' abilities at a glance which is very helpful for keeping things moving.</p><p></p><p>From your outline, I would guess that you'll fill up the whole 4 hour slot and maybe run a little overtime if you're not careful or if you pick a defensive mix of classes for the Githyanki raiding party. An offensive mix of classes will inflict more damage but die sooner and leave more time for the rest of the game.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2694445, member: 3146"] My experience writing for Living Greyhawk: 1. You can fit 3 combats in a mid-level mod like this and still have enough time for some non-combat roleplaying and decision-making without too much difficulty. (Note that foes using darkness or blink, battles with large numbers of opponents, etc all reduce the number of combats you can fit into the mod). If you cram and are efficient at keeping the game moving, you can have four combats (as long as a couple are easy (EL=party level) or even five but you will sacrifice non-combat activity to do so. 2. Factor in some time for players to figure out their character sheets if you're using pregens or to evaluate the characters they bring in if you aren't doing that. 3. You can speed things up by offering preprinted initiative cards similar to the ones that come with the Dungeons and Dragons miniatures with the mod. That gives the DM a way to keep track of all the NPCs' abilities at a glance which is very helpful for keeping things moving. From your outline, I would guess that you'll fill up the whole 4 hour slot and maybe run a little overtime if you're not careful or if you pick a defensive mix of classes for the Githyanki raiding party. An offensive mix of classes will inflict more damage but die sooner and leave more time for the rest of the game. [/QUOTE]
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