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<blockquote data-quote="!DWolf" data-source="post: 8392040" data-attributes="member: 7026314"><p>So I just finished my Legacy of Fire game session and since I was logging in anyways to upvote [USER=6975782]@Philip Benz[/USER] (thank you for sharing your experiences btw), I figured I would give an update now instead of in a couple weeks.</p><p></p><p>First of all the maps: I knew that almost the entire session was going to be in the battlemarket so, after a lot of internal debate, I printed the entire map out at full scale. I hate how blurry it looks at that scale (I need to investigate AI upscalers) and I could only fit the first two levels on the table but they played perfectly and I got several complements from passersby (we play in a game store and the rpg rooms are still closed due to construction) about how cool they looked and I’m pretty chuffed about the results. </p><p></p><p>As for the game itself, I set it up by taking parts of the Refuge of Nethys optional dungeon and repurposing them as a B “plot”. I also (as the module suggests) imported NPCs from two of the characters backstories into the situation. That gave me the prep for a total of eight “plots”, which I felt was enough.</p><p></p><p>Important note: when I say “plot” I don’t actually mean plot as in a sequence of events the PCs must follow instead I mean setting up a situation which will generate a plot organically as the PCs interact with it.</p><p></p><p>Running it: I started with a very brief infiltration for the PCs to establish themselves as merchants (I should have made this slightly harder in retrospect, it wasn’t really an infiltration, just a single obstacle that didn’t last long as the characters were on a hot streak starting off with a crit success on a deception check) and then ran the rest as a six turn exploration with a gladiatorial fight taking place after turn 3. It worked fantastically, it was like the game ran itself as the players wandered around interacting with the various NPCs and exploring the place. </p><p></p><p>The gladiators fight was also interesting. It was a single level two PC (a monk) versus a level three opponent. However, the PC had Tempest (basically converted as just a frost rune at this point) and immediately prior to the fight had been subjected to the infusium and jacked up with haste, heroism, and a couple other effects. Also the other PCs were helping with creative means from the sidelines (or using the fight as a distraction to snoop around restricted areas). The PC won by the skin of their teeth (much to the relief of the party goblin rogue who had taken bets without any knowledge of gambling lore!) and the session ended after three more turns of exploration in which the PCs explored even more and got pulled even further into the local intrigues. We left off with the PCs plotting how to kill off the ogre gladiator. </p><p></p><p>I didn’t actually have time to get to the next dream sequence, but I felt the pacing was good enough without it, and we will definitely get to it next time.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8392040, member: 7026314"] So I just finished my Legacy of Fire game session and since I was logging in anyways to upvote [USER=6975782]@Philip Benz[/USER] (thank you for sharing your experiences btw), I figured I would give an update now instead of in a couple weeks. First of all the maps: I knew that almost the entire session was going to be in the battlemarket so, after a lot of internal debate, I printed the entire map out at full scale. I hate how blurry it looks at that scale (I need to investigate AI upscalers) and I could only fit the first two levels on the table but they played perfectly and I got several complements from passersby (we play in a game store and the rpg rooms are still closed due to construction) about how cool they looked and I’m pretty chuffed about the results. As for the game itself, I set it up by taking parts of the Refuge of Nethys optional dungeon and repurposing them as a B “plot”. I also (as the module suggests) imported NPCs from two of the characters backstories into the situation. That gave me the prep for a total of eight “plots”, which I felt was enough. Important note: when I say “plot” I don’t actually mean plot as in a sequence of events the PCs must follow instead I mean setting up a situation which will generate a plot organically as the PCs interact with it. Running it: I started with a very brief infiltration for the PCs to establish themselves as merchants (I should have made this slightly harder in retrospect, it wasn’t really an infiltration, just a single obstacle that didn’t last long as the characters were on a hot streak starting off with a crit success on a deception check) and then ran the rest as a six turn exploration with a gladiatorial fight taking place after turn 3. It worked fantastically, it was like the game ran itself as the players wandered around interacting with the various NPCs and exploring the place. The gladiators fight was also interesting. It was a single level two PC (a monk) versus a level three opponent. However, the PC had Tempest (basically converted as just a frost rune at this point) and immediately prior to the fight had been subjected to the infusium and jacked up with haste, heroism, and a couple other effects. Also the other PCs were helping with creative means from the sidelines (or using the fight as a distraction to snoop around restricted areas). The PC won by the skin of their teeth (much to the relief of the party goblin rogue who had taken bets without any knowledge of gambling lore!) and the session ended after three more turns of exploration in which the PCs explored even more and got pulled even further into the local intrigues. We left off with the PCs plotting how to kill off the ogre gladiator. I didn’t actually have time to get to the next dream sequence, but I felt the pacing was good enough without it, and we will definitely get to it next time. [/QUOTE]
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