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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Piratecat" data-source="post: 4639965" data-attributes="member: 2"><p>Richards, curse you. </p><p></p><p>Played last night! Write up forthcoming, wherein we see that lurkers suh-huck and leaders have their place, and that 5 lone people CAN make a difference.</p><p></p><p>Setting the stage for Sagiro's write-up:</p><p></p><p>My challenge in this game was that I had carefully calibrated the level of bad-guy-itude <em>before</em> the heroes insisted on the villains summoning their leader. Huh, okay. Sucks for them. I already knew what the "wargod" was and how it worked, and I knew the relative levels of caution vs. foolhardiness for the various bad guys. Whether the PCs were going to live or die really depended on how they played things; I would have been unsurprised if they chose bad tactics and ended in a TPK last night.</p><p></p><p>Instead, they were pretty darn clever, even with some awful rolls.</p><p></p><p>The PCs really didn't want to be trapped in the tower indefinitely, although the bad guys didn't know that. What the PCs didn't know was that the bad guys didn't really have the luxury of waiting the PCs out if our heroes just decided to hole up in the tower. Sure, the humans would starve in a month or so, but there was a lizardman army gathered <em>now</em>, and certain leaders of that army would have been very, very upset if the 400-500 weapons stored in that tower didn't show up. This created a dynamic where both sides had an interest in resolving the situation fairly quickly. The result wasn't what I expected.</p><p></p><p>(This will make more sense after Sagiro's write-up, but I wanted to get it down while the game was still fresh in my mind.)</p></blockquote><p></p>
[QUOTE="Piratecat, post: 4639965, member: 2"] Richards, curse you. Played last night! Write up forthcoming, wherein we see that lurkers suh-huck and leaders have their place, and that 5 lone people CAN make a difference. Setting the stage for Sagiro's write-up: My challenge in this game was that I had carefully calibrated the level of bad-guy-itude [i]before[/i] the heroes insisted on the villains summoning their leader. Huh, okay. Sucks for them. I already knew what the "wargod" was and how it worked, and I knew the relative levels of caution vs. foolhardiness for the various bad guys. Whether the PCs were going to live or die really depended on how they played things; I would have been unsurprised if they chose bad tactics and ended in a TPK last night. Instead, they were pretty darn clever, even with some awful rolls. The PCs really didn't want to be trapped in the tower indefinitely, although the bad guys didn't know that. What the PCs didn't know was that the bad guys didn't really have the luxury of waiting the PCs out if our heroes just decided to hole up in the tower. Sure, the humans would starve in a month or so, but there was a lizardman army gathered [i]now[/i], and certain leaders of that army would have been very, very upset if the 400-500 weapons stored in that tower didn't show up. This created a dynamic where both sides had an interest in resolving the situation fairly quickly. The result wasn't what I expected. (This will make more sense after Sagiro's write-up, but I wanted to get it down while the game was still fresh in my mind.) [/QUOTE]
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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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