Paul Farquhar
Legend
In that one, my players didn't kill him, they strung him up with his own meat hooks.In the spoiler tags: Rime of the Frostmaiden: Cave of the Berserkers
In that one, my players didn't kill him, they strung him up with his own meat hooks.In the spoiler tags: Rime of the Frostmaiden: Cave of the Berserkers
Page 9 Chapter 2 Adventures power level 4+In the spoiler tags: Rime of the Frostmaiden: Cave of the Berserkers
I can appreciate that. It just always seems like they're always running away, not getting closure on any of the adventures.Again party can run away.
As the guy with a bad mustache said, "Revenge is a dish best served cold. It is very cold in ICEWIND DALE." Evil grin.I can appreciate that. It just always seems like they're always running away, not getting closure on any of the adventures.
I always feel like WotC has the worst on-boarding and so with Rime I made my PCs a "peacekeeping" force of the Council of Speakers. Their job is to wander around the 10 Towns making folks feel safe mostly to keep up the appearance that the Speakers can do something about the unending winter. Of course they find problems and have to solve them.I finally got direct feedback from my players. I was making assumptions about how they were feeling about the adventure. As it turns out, I was completely correct.
They explained that the one-shot quests felt unfair, but worse of all, pointless and only there as an XP grind. The treasure is worthless, the few pieces of gold can't be spent anywhere (and there's nothing to spend money on anyway). There's no motivation to do any of the quests.
Sounds like I've got some bigger problems to work on....
It's important to understand what motivates your players, and tailoring your hook, and indeed your adventure selection. In particular, when it comes to using milestone levelling, it should be invisible. Players shouldn't think "I need to do this to level up" because they don't know what the trigger is. It's for players who want to go round being generally heroic, and be periodically told "you have gained a level". I used it because my players voted unanimously in favour of that system, but it sounds like your players should be using traditional xp.I finally got direct feedback from my players. I was making assumptions about how they were feeling about the adventure. As it turns out, I was completely correct.
They explained that the one-shot quests felt unfair, but worse of all, pointless and only there as an XP grind. The treasure is worthless, the few pieces of gold can't be spent anywhere (and there's nothing to spend money on anyway). There's no motivation to do any of the quests.
Sounds like I've got some bigger problems to work on....

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.