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About to Run Expedition to Castle Ravenloft - tips?
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<blockquote data-quote="Crothian" data-source="post: 3823519" data-attributes="member: 232"><p>I use something close or if I don't have something close or don't feel like looking I just use something the same size and then say "You are not fighting this, what you are fighting looks like.." and then I describe it. </p><p></p><p></p><p></p><p>We use tact tiles which is a washable map.</p><p></p><p></p><p></p><p>Ahead of time I figure out some likely end games. Usually its either the bad guys are all dead or the good guys are all dead. It just really depends on what the point of the adventure is. Other times though its over when the players are done with it. Through body language and attitudes one can sometimes tell when the players are ready to move on.</p><p></p><p></p><p></p><p>First I'd warn everyone ahead of time and urge them to have good con scores and perhaps take great fortitude so they can make those fort saves. We use action points and that can help this. Otherwise it is really up to the Pcs to play smart and retreat if they need to. If they get drained, it just becomes tougher but not impossible. I know I was really sad when by 4th level druid become second level, but it wasn't the end of the world. </p><p></p><p></p><p></p><p>I don't make players draw maps anymore. After 15 years of doing that in 1e and 2e I've gotten bored with that and have moved on to something different. </p><p></p><p>With the exploration decide if you want it all to look different or the same. Both can really add to the tension level. For instance if everything looks the same focus on that. Mention a chipped brick in a hallway and then when they come to another hallway that looks like it mention the same chipped brick. This can make the players think they've gotten lost or turned around when they haven't. If it all looks exactly the same that has a weird creepy factor to it. And I'm stealing my idea for the Changeling game I run. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Best of luck !!!!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Crothian, post: 3823519, member: 232"] I use something close or if I don't have something close or don't feel like looking I just use something the same size and then say "You are not fighting this, what you are fighting looks like.." and then I describe it. We use tact tiles which is a washable map. Ahead of time I figure out some likely end games. Usually its either the bad guys are all dead or the good guys are all dead. It just really depends on what the point of the adventure is. Other times though its over when the players are done with it. Through body language and attitudes one can sometimes tell when the players are ready to move on. First I'd warn everyone ahead of time and urge them to have good con scores and perhaps take great fortitude so they can make those fort saves. We use action points and that can help this. Otherwise it is really up to the Pcs to play smart and retreat if they need to. If they get drained, it just becomes tougher but not impossible. I know I was really sad when by 4th level druid become second level, but it wasn't the end of the world. I don't make players draw maps anymore. After 15 years of doing that in 1e and 2e I've gotten bored with that and have moved on to something different. With the exploration decide if you want it all to look different or the same. Both can really add to the tension level. For instance if everything looks the same focus on that. Mention a chipped brick in a hallway and then when they come to another hallway that looks like it mention the same chipped brick. This can make the players think they've gotten lost or turned around when they haven't. If it all looks exactly the same that has a weird creepy factor to it. And I'm stealing my idea for the Changeling game I run. :D Best of luck !!!!! :cool: [/QUOTE]
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