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Curse of Strahd (and limitations on 1st level play)
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<blockquote data-quote="TheSword" data-source="post: 8999956" data-attributes="member: 6879661"><p>[USER=42040]@Retreater[/USER] I think you’re missing a key piece of information in your OP… are the players enjoying it? If they are, it really doesnt matter if they’re running away.</p><p></p><p>As [USER=6779196]@Charlaquin[/USER] says. Lean into it. Use that feeling of oppressive terror to add spice to combat.</p><p></p><p>That said, I have some suggestions</p><p></p><ul> <li data-xf-list-type="ul">Death House is not necessary or relevant to the story. It was only ever a way of getting folks into Barovia and levelling them up to 3. Don’t force it. However, if (and only if) you really like the module - have the house follow the PCs. Any time the pace is lagging and they are near a structure, have a door open and the children be there. They could be haunted by the house. Personally I wouldn’t bother</li> <li data-xf-list-type="ul">I would award XP for surviving encounters. Sometimes that’s a success all in itself.</li> <li data-xf-list-type="ul">Where are the players running too? Nowhere in Barovia is safe. If they retreat to the forest - the forest is full of dangers. Do they flee down the road - they reach Valaki. Do they flee into the moors - well they reach the Windmill.</li> <li data-xf-list-type="ul">Make it clear that Barovia is one big escape room and either they get out or they die… and if they die, well their soul is trapped here forever and another soul is captured by the mists to take their place.</li> <li data-xf-list-type="ul">DON’T go easy on them. DON’T lighten the mood. You need to stick to your guns. Offer them sanctuary sure… but make sure it’s sanctuary with a cannibal old lady and make them push granny in the oven.</li> </ul><p>Best of luck with it all. Keep us posted how it goes!</p></blockquote><p></p>
[QUOTE="TheSword, post: 8999956, member: 6879661"] [USER=42040]@Retreater[/USER] I think you’re missing a key piece of information in your OP… are the players enjoying it? If they are, it really doesnt matter if they’re running away. As [USER=6779196]@Charlaquin[/USER] says. Lean into it. Use that feeling of oppressive terror to add spice to combat. That said, I have some suggestions [LIST] [*]Death House is not necessary or relevant to the story. It was only ever a way of getting folks into Barovia and levelling them up to 3. Don’t force it. However, if (and only if) you really like the module - have the house follow the PCs. Any time the pace is lagging and they are near a structure, have a door open and the children be there. They could be haunted by the house. Personally I wouldn’t bother [*]I would award XP for surviving encounters. Sometimes that’s a success all in itself. [*]Where are the players running too? Nowhere in Barovia is safe. If they retreat to the forest - the forest is full of dangers. Do they flee down the road - they reach Valaki. Do they flee into the moors - well they reach the Windmill. [*]Make it clear that Barovia is one big escape room and either they get out or they die… and if they die, well their soul is trapped here forever and another soul is captured by the mists to take their place. [*]DON’T go easy on them. DON’T lighten the mood. You need to stick to your guns. Offer them sanctuary sure… but make sure it’s sanctuary with a cannibal old lady and make them push granny in the oven. [/LIST] Best of luck with it all. Keep us posted how it goes! [/QUOTE]
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