Age of Worms - spoilers included

hexgrid said:
I think you're too hung up on the "video game" thing. If anything, video games are like that because they emulate D&D, not the other way around.

But the reason I am hung up on it is because it is so foreign to me. In the past, the groups I have gamed with that started at 1st level had challenges that did not require this game style. Most of our "encounters" were required thinking (riddles, puzzles, etc.). As for combat we usually had more of them, but they were much easier. For example, a party of 4 would encounter 3-6 goblins/kobolds/etc. yes, the party could pretty much wipe the floor with them, but they didn't get much experience for it so it took more encounters to advance a level.

This resulted in 4 or 5 "encounters" (some battles, some requiring thinking on the player's part) before the party was depleted of their resources and needed a "rest break".

That is just the way I've been used to playing, so these new "adventure paths" leave me feeling a little lost in their design. They claim to be a "thinking mans" game, not just a hack-and-slash, but they don't feel very "cerebral" to my way of gaming in the past. This is also why I never play PCs with less than a 10 Intelligence, no matter the class. I'm just used to having to figure things out without resulting in brute strength or forced into time limits.
 

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farscapesg1 said:
So, in other words, I should take a step back and treat the game (for the time being at least) more like a video game and take rest breaks as soon as we are out spells/low on hit points/etc. to help alleviate part of the problems? Also, should I relax my viewpoint on following orders (being lawful good and all) and consider a quick glance through the room to be sufficient enough to meet the requirement of "cleaning the cairn"?

I would not say that this should be a case of adventure for two hours, rest for eight hours, go back in, repeat. Instead, it would be adventure for two hours, go back to town. Sit in the tavern and lick your wounds/discuss strategy/drink up, then go to bed, then wake up the next day.

If the two day timeline is a problem, then you can play that "realistically" as well. In my job, if I am given a deadline that is unrealistic, I discuss this with my boss. Rarely have I been forced to do the impossible (although occasionally you have to put in some extra work). The characters should ask themselves a few questions regarding these orders:

1. What is the church's motivation? If it is recovery of valuables, then success is probably important. After your first incursion, I would think that you have enough information to go back and let them know that two days may not be possible. Ask them if they can't do anything to try to delay the other adventurers so that you can have more time.

2. Does the church value your lives? If they expect you to do this in two days or die trying, it doesn't make much sense (unless they don't like you). If you are unable to do this, not only will you have died in vain, you would have also made it easier for the other party to succeed. Go back and ask them if this is so important, then why send amateurs to do this.

3. What are their plans if you fail? Their time is probably up and if you were the best they had then they don't even have the resources to get the treasure from the other group. In addition, now they are out the treasure and followers. If you are not the best they had, then why did they send you. Unless this is a case of underestimating the difficulty of the task (in which case, the church should allow you to give up the task, have more time or gain additional assistance).

I am not too keen on good aligned institutions imposing unrealistic timelines on unqualified groups to accomplish utmost importance missions. I realize that this happens a lot and is part of adventure gaming, but it is a bit difficult to swallow at time. It's like have the nation perform an special ops mission with the national guard, while the special ops groups remain at home.
 

So, how was the rest of the scenario? Have any of you played the others?

I'm running it for my 2nd level Hyborian/Conan group on Friday night, so I'm sure i'll have to modify all the opponents (so they don't look like D&D monsters ;) and add some more interaction at Diamond Lake.

BTW, I'm setting Diamond Lake in the deserts of Shem, on a salt lake instead of freshwater.

jh
 

Just a note: the gas trap is *definitely* a thinking man's puzzle.

The correct answer:
* Move unneeded PCs to the top level.
* Remove the slab. (Requires 2 PCs if you have a Str 16 character)
* The remaining PCs go to the elevator and return to the top level before the gas escapes
* Wait until the gas disappates
* Return and move past.

Even if you do spring the gas, at most it should only do initial damage (1 Str) assuming you have someone with Heal in the group.

The brown mold is also a thinking man's puzzle; it requires you to realise that you may not have all the elements you need to get past it, and to come back later. :) In my group, the Aasimar just walked right by... stupid cold resistance!

Cheers!
 

MerricB said:
Just a note: the gas trap is *definitely* a thinking man's puzzle.

The correct answer:
* Move unneeded PCs to the top level.
* Remove the slab. (Requires 2 PCs if you have a Str 16 character)
* The remaining PCs go to the elevator and return to the top level before the gas escapes
* Wait until the gas disappates
* Return and move past.

Even if you do spring the gas, at most it should only do initial damage (1 Str) assuming you have someone with Heal in the group.

The brown mold is also a thinking man's puzzle; it requires you to realise that you may not have all the elements you need to get past it, and to come back later. :) In my group, the Aasimar just walked right by... stupid cold resistance!

Cheers!

Oh, if it is played with those rules (which I assume are the ones on the module) then it makes perfect sense. However, here are the issues our group had with it :)

1) A failed Strength check to move the block activated the trap :\ So, no "take 20" option.

2) Max STR in my group is 15 :eek:

3) Multiple people checked and the DM stated tha there was not a "return button" or any other trigger at the bottom of the elevator. That meant setting up a system of "give us 1 minute before coming down" and leaving rocks in the elevator to keep it from returning to the floor with the lantern.

4) The DM played the trap as an automatic release, with an automatic reset on the next round. No delay to escape even if we could call the elevator down.

5) Trying to disable the device and failing miserably resulted in setting off the trap. Due to the awful rolls by the rogue, that resulted in many "accidental triggering" instances of the trap.

#1 was the biggest issue, and I am beginning to feel that it shouldn't have been :(

Throw in other options that were rulled out. For example, my idea was to loop a rope around the block then step into the elevator and let it pull the stone over. No go on that idea since the DM said that the doors close completely, which would sever the rope :(
 

farscapesg1 said:
3) Multiple people checked and the DM stated tha there was not a "return button" or any other trigger at the bottom of the elevator.

Well, there's a switch to bring it down from the top, but not to return it. (still, it gives a 2 round window or so every minute...)

Cheers!
 

Well, at least the DM isn't playing with the normal cold damage rules ;) It appears that my character will just be out of commission for a couple days until all the cold damage has been repaired.
 

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