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3 PCs in Rescue at Rivenroar
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<blockquote data-quote="Parlan" data-source="post: 4500004" data-attributes="member: 16808"><p>I'd like some suggestions for a problem I've been wrestling with. </p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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: </p><p></p><p>There's a lot of combat. </p><p>I only have 3 players</p><p>My players are not particularly tactically savvy.</p><p></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="Parlan, post: 4500004, member: 16808"] 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? [/QUOTE]
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