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<blockquote data-quote="evilbob" data-source="post: 6867159" data-attributes="member: 9789"><p>Our group finally got to start Death House.</p><p></p><p>Hilariously, they are such seasoned players that they saw through the illusions outside in a heartbeat. They still went along with it, though, although again: due to experience, they climbed up and went into the attic first. (I actually made a rookie mistake here: they meant to go into the balcony on the 3rd floor but due to the map arrangement I forgot that the attic was not the third floor - oops! Probably the same outcome, though.) This meant they ran into all the meat of the adventure first, and then elected to go back and check the house "just in case" there was something that could help them. (I also gave some hints to help them figure out the cult plot since they started imagining WAY worse situations. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Again: very experienced.) We ended up blowing through the first floor with basically no real time investigating it since it was clear by that point what was going on and they'd already figured it all out. Going in reverse still worked, though: they got the shocking stuff all up front, very quickly, instead of the slow build, but it was still effective. The trick was to go quickly through the rest of the house, since it was no longer build-up, but backstory at this point. They only fought the armor, but it was enough to make them paranoid about all the other objects in the house (a good thing). Next session they'll head to the basement. I've condensed this area a bit as well; area 24 is pointless and like others I nixed the grick. Too much fighting just drags the horror down, in my opinion.</p><p></p><p>The one tip I'll give for others is that you can probably kill a few of the rooms and be FINE. Or just go over them quickly and not read all the text. It can bog down things a bit much if they are carefully combing every nook and cranny.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6867159, member: 9789"] Our group finally got to start Death House. Hilariously, they are such seasoned players that they saw through the illusions outside in a heartbeat. They still went along with it, though, although again: due to experience, they climbed up and went into the attic first. (I actually made a rookie mistake here: they meant to go into the balcony on the 3rd floor but due to the map arrangement I forgot that the attic was not the third floor - oops! Probably the same outcome, though.) This meant they ran into all the meat of the adventure first, and then elected to go back and check the house "just in case" there was something that could help them. (I also gave some hints to help them figure out the cult plot since they started imagining WAY worse situations. :) Again: very experienced.) We ended up blowing through the first floor with basically no real time investigating it since it was clear by that point what was going on and they'd already figured it all out. Going in reverse still worked, though: they got the shocking stuff all up front, very quickly, instead of the slow build, but it was still effective. The trick was to go quickly through the rest of the house, since it was no longer build-up, but backstory at this point. They only fought the armor, but it was enough to make them paranoid about all the other objects in the house (a good thing). Next session they'll head to the basement. I've condensed this area a bit as well; area 24 is pointless and like others I nixed the grick. Too much fighting just drags the horror down, in my opinion. The one tip I'll give for others is that you can probably kill a few of the rooms and be FINE. Or just go over them quickly and not read all the text. It can bog down things a bit much if they are carefully combing every nook and cranny. [/QUOTE]
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