Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Advice for an upcoming adventure
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Delemental" data-source="post: 250976" data-attributes="member: 5203"><p>Just thought I'd give everyone an update.</p><p></p><p>I ran the adventure I talked about in this thread last Sunday, and it went very well. I'd like to thank everyone for their advice, I really think it helped pull the adventure together.</p><p></p><p>For those who wonder, I ended up not having a single combat encounter. I had a few crazed robots written up just in case, as well as malfunctioning security systems, but I never used them. The characters were so creeped out by the ship that I decided throwing "monsters" at them would only take away from the mood.</p><p></p><p>I have to give compliments to my players. They got into the mood quickly. They interacted with the visions (one player had his character empty his shotgun into the wall when he had a vision of a crazed robot tearing apart passengers). When they reached the bridge, and saw the captain's dead body in his chair (this was the only body on board the whole ship), their reactions were priceless - they were convinced it was going to jump up and attack them. Even my combat-monkey got into the mood, and didn't seem to mind the lack of encounters (especially later in the adventure, as the story unfolded; he's a soulmech himself, so there was an instant connection with the ship's plight).</p><p></p><p>I ended up saving the Wisdom damage for the end, when they finally found the vault containing the pilot's soul. It was used as an obstacle; waves of raw emotion beating against them as they raced to disconnect the system (just destroying it would have been bad, and the mechanist character has a low Wisdom to begin with, so it added a sense of urgency - she ended the scene with a Wisdom of 4).</p><p></p><p>I received several positive comments for the adventure, both directly and indirectly. We played a full hour and a half past our normal stopping time, so I must have kept them interested. And the next day I heard that my players were talking about the game to people not involved, which to me is the best praise (it's one thing when players tell a GM they had fun, it's another when they tell a third party they had fun). One player commented that she'd felt the tension of a night of combat, without the tedium of dice rolls.</p><p></p><p>Thanks to everyone again. Now I'll have a few weeks off (we rotate games), so I was glad to end on a high note.</p></blockquote><p></p>
[QUOTE="Delemental, post: 250976, member: 5203"] Just thought I'd give everyone an update. I ran the adventure I talked about in this thread last Sunday, and it went very well. I'd like to thank everyone for their advice, I really think it helped pull the adventure together. For those who wonder, I ended up not having a single combat encounter. I had a few crazed robots written up just in case, as well as malfunctioning security systems, but I never used them. The characters were so creeped out by the ship that I decided throwing "monsters" at them would only take away from the mood. I have to give compliments to my players. They got into the mood quickly. They interacted with the visions (one player had his character empty his shotgun into the wall when he had a vision of a crazed robot tearing apart passengers). When they reached the bridge, and saw the captain's dead body in his chair (this was the only body on board the whole ship), their reactions were priceless - they were convinced it was going to jump up and attack them. Even my combat-monkey got into the mood, and didn't seem to mind the lack of encounters (especially later in the adventure, as the story unfolded; he's a soulmech himself, so there was an instant connection with the ship's plight). I ended up saving the Wisdom damage for the end, when they finally found the vault containing the pilot's soul. It was used as an obstacle; waves of raw emotion beating against them as they raced to disconnect the system (just destroying it would have been bad, and the mechanist character has a low Wisdom to begin with, so it added a sense of urgency - she ended the scene with a Wisdom of 4). I received several positive comments for the adventure, both directly and indirectly. We played a full hour and a half past our normal stopping time, so I must have kept them interested. And the next day I heard that my players were talking about the game to people not involved, which to me is the best praise (it's one thing when players tell a GM they had fun, it's another when they tell a third party they had fun). One player commented that she'd felt the tension of a night of combat, without the tedium of dice rolls. Thanks to everyone again. Now I'll have a few weeks off (we rotate games), so I was glad to end on a high note. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Advice for an upcoming adventure
Top