Parlan
First Post
I'd like some suggestions for a problem I've been wrestling with.
I'm kicking off a new campaign this Sunday. I have 3 players. So far there's a paladin, a wizard, and one undecided (and I'm not sure just how definite the pally and wizzie are).
I'm an inexperienced DM. I've run about 6 sessions of WFRP 2e, and never D&D, although I've played a ton of 3.x and a couple of sessions of 4e.
I'd like to run at least a couple of pre-written adventures both to cut down on the prep required and also to get a good sense of how to build an adventure.
I was thinking of starting off with Rescue at Rivenroar. I think the plot will appeal to my players. However, the more I look at it, the more I worry about the adventure:
There's a lot of combat.
I only have 3 players
My players are not particularly tactically savvy.
My first thought was to create a cleric NPC to accompany them. He'd basically stand back and heal them, and I'd ask one of the players to run him. I think this would make the party much more durable.
However, as a player, I really dislike have extra characters in the party. Cohorts, DMPCs, it doesn't matter, I feel like they take the focus off the actual PCs.
I've thought of toning down the opposition in the adventure, but since it was written for 5 PCs, I'm going the have to scale it down a LOT. This might almost be more work than creating my own adventure.
Any thoughts?
I'm kicking off a new campaign this Sunday. I have 3 players. So far there's a paladin, a wizard, and one undecided (and I'm not sure just how definite the pally and wizzie are).
I'm an inexperienced DM. I've run about 6 sessions of WFRP 2e, and never D&D, although I've played a ton of 3.x and a couple of sessions of 4e.
I'd like to run at least a couple of pre-written adventures both to cut down on the prep required and also to get a good sense of how to build an adventure.
I was thinking of starting off with Rescue at Rivenroar. I think the plot will appeal to my players. However, the more I look at it, the more I worry about the adventure:
There's a lot of combat.
I only have 3 players
My players are not particularly tactically savvy.
My first thought was to create a cleric NPC to accompany them. He'd basically stand back and heal them, and I'd ask one of the players to run him. I think this would make the party much more durable.
However, as a player, I really dislike have extra characters in the party. Cohorts, DMPCs, it doesn't matter, I feel like they take the focus off the actual PCs.
I've thought of toning down the opposition in the adventure, but since it was written for 5 PCs, I'm going the have to scale it down a LOT. This might almost be more work than creating my own adventure.
Any thoughts?