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High Stakes on a Train! Secrets are revealed in Always on Time for Roll20
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<blockquote data-quote="MarkM" data-source="post: 8448580" data-attributes="member: 7025557"><p>We are off to a good start on Always on Time. It was a little hard to get back into things after taking a three month break, but now I think we are starting to roll. This adventure is what first intrigued me with the entire adventure path, but as it got closer I've been increasingly nervous about how to make it work (especially online) when so much of the adventure splits the party, there are so many characters, and the early parts are so light on combat and the things typically associated with adventures. </p><p></p><p>The setup session worked fine as we did the whole secrecy/cover/contingency piece as sort of a skill challenge mini-game with narration from players and the DM. I don't think we'd want to do a session like that all the time, but as a one-off it was a lot of fun. </p><p></p><p>Our naval chase and combat weren't great; it may be that we just we started late that night or that weren't sufficiently up-to-speed on the EN naval combat rules we tried to use. Parts of it seemed like yet another multi-hour skill challenge, so part of it was the timing coming right after the previous session. The players enjoyed the "regular" combat once the ships were close. If I had it to do over, I'd probably handwave the whole sea journey (because they got complete success on both cover and secrecy) and just jump from the prep mission to arriving in Danor with some minimal narration in between.</p><p></p><p>The first session on the train went really well. I was worried about having so many characters and not a lot of action, but it all worked. The Roll20 page with the map of the entire train and the boxes with all the characters (on the GM level) sorted by when they get on and off the train was SO helpful in staying organized. Other than a brief scuffle with some guards (who they ended up bribing to go away) in the enclave, there was no combat and no thrilling action of any kind, but one of my players told me they have been thinking about last night's session more than any other D&D session in a very long time, as there are so many little plot threads and clues to chew on. We are about to pass into the Malice Lands, so I think the pace will just accelerate from here. Such a unique adventure! I really can't imagine doing it online without the Roll20 conversion, as there is a lot to keep track of, but for us it has been fun and really memorable thus far.</p></blockquote><p></p>
[QUOTE="MarkM, post: 8448580, member: 7025557"] We are off to a good start on Always on Time. It was a little hard to get back into things after taking a three month break, but now I think we are starting to roll. This adventure is what first intrigued me with the entire adventure path, but as it got closer I've been increasingly nervous about how to make it work (especially online) when so much of the adventure splits the party, there are so many characters, and the early parts are so light on combat and the things typically associated with adventures. The setup session worked fine as we did the whole secrecy/cover/contingency piece as sort of a skill challenge mini-game with narration from players and the DM. I don't think we'd want to do a session like that all the time, but as a one-off it was a lot of fun. Our naval chase and combat weren't great; it may be that we just we started late that night or that weren't sufficiently up-to-speed on the EN naval combat rules we tried to use. Parts of it seemed like yet another multi-hour skill challenge, so part of it was the timing coming right after the previous session. The players enjoyed the "regular" combat once the ships were close. If I had it to do over, I'd probably handwave the whole sea journey (because they got complete success on both cover and secrecy) and just jump from the prep mission to arriving in Danor with some minimal narration in between. The first session on the train went really well. I was worried about having so many characters and not a lot of action, but it all worked. The Roll20 page with the map of the entire train and the boxes with all the characters (on the GM level) sorted by when they get on and off the train was SO helpful in staying organized. Other than a brief scuffle with some guards (who they ended up bribing to go away) in the enclave, there was no combat and no thrilling action of any kind, but one of my players told me they have been thinking about last night's session more than any other D&D session in a very long time, as there are so many little plot threads and clues to chew on. We are about to pass into the Malice Lands, so I think the pace will just accelerate from here. Such a unique adventure! I really can't imagine doing it online without the Roll20 conversion, as there is a lot to keep track of, but for us it has been fun and really memorable thus far. [/QUOTE]
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