Caecafortuna
First Post
I am running Bane of the Tradeways this week. Any tips/suggestions?
I liked Bane a lot, especially the chase section, so apparently you can expect some table variance.
[sblock]If you aren't running with minis, be prepared with some for the chase anyway; it'll make everything a lot clearer and tangible. Prep index cards or something to indicate the various positions in the chase (Behind, Ahead, Alongside, and Stopped) and have a cheat sheet of the various additional actions players can take during the chase for them to reference. If you don't, they're likely to be unaware of their options, and that'll make the chase less engaging.
Familiarize yourself with the special chase actions and have the Red Plumes take advantage of them. It'll show the players that this is a different sort of encounter.
We had a lot of movement between positions during the chase. At one point Ahead was empty, Alongside had a few occupants, Behind had the same, and one or two people were technically behind Behind, so I shifts the cards by position each -- Alongside became Ahead, etc. This may be obvious in hindsight, or even in foresight, but I think it's good to remember that the positions are mutable and relative. Stopped is still kinda weird, because no matter where you stop, you'll be in the same Stopped position, but don't worry about the details too much and it'll be fine. Or it was for me, anyway.
Our game had a number of cool events during the chase, IMO. The sorcerer witch bolted one of the wagon's wheels and managed to maintain it until the wagon was taken out, causing it to flip forward dramatically when it lost the wheel and throw the Red Plume driver. The fighter was a terror, leaping from horse to wagon to wagon successful throwing (shoving) drivers from their seats. She also tossed the guild mage, who survived the fall. When the paladin fell off his horse, the mage (some distance behind him) fire bolted him to unconsciousness, then took his horse and got back into the chase and had a a galloping firefight (literally) with the sorcerer.
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Paladins
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I had a LG Paladin at my table who wanted to side with the legimitate authority. However he rolled very bad on init and didnt really get a vote as the Rogue essentially picked the team side.
I had one character who rolled abyssmally all session. A Ranger. He kept trying to pick off Red Plumes from 30 ft and missing. In fact he hit nothing that entire battle. I actually said 'It looks like the party has picked the side of the bandits, but Im not sure what side you have picked !'
THe ONLY way I can see this going different is if the table is basically a bunch of like first timers and then they might side with the Red Plumes. I just cant see it happening otherwise based on whats happened in 3-1 and 3-2.
Its a shame really, that content takes up half the word count with them protecting the Caravan and fighting the bandits, but it may never really ever be used
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Paladins
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I had a LG Paladin at my table who wanted to side with the legimitate authority. However he rolled very bad on init and didnt really get a vote as the Rogue essentially picked the team side.
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