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Dusting off the DM robe
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<blockquote data-quote="Bercilac" data-source="post: 4688442" data-attributes="member: 82608"><p>Sorry for my frankness. It wasn't well put. The WoW crack was just snarky, on my part.</p><p> </p><p>I could be wrong about the bats, but just looking at the HP and damage, considering the average HP and ability to harm that a first-level character is capable of. Are you sure it didn't suggest just one of those?</p><p> </p><p>The challenge itself is pretty interesting. But I suppose my biggest worry is still the wall. As I said before, they may fail one of the first checks they require. While I'm sure you wouldn't PREVENT another solution, you might want to offer another way out in case they muck up and can't think of anything innovative. How long would it take them to "search" the wall? How long if they take 10? Or 20 (probably not enough time)?</p><p> </p><p>I did not mean to say there was not enough challenge in the adventure, rather certain parts of it. I guess my comment there (once again, not very well put) was more relating to the disembodied voice. I admire your intention to elicit information from the players. But maybe you could roll some of that into one of the roleplaying encounters?</p><p> </p><p>I agree that enticing the players is one of the hardest challenges of starting a campaign. But I've found that my players tend to cut me a bit of slack in this respect. I tend to railroad quite a bit in the first adventure, or several adventures. But I try to leave the players a bit of room to screw around.</p><p> </p><p>How about after the graduation scene (which brings back grim memories of high school!) you let them go and spend a few coppers in the pub? It would let them ask questions about the town from some of the locals. If you haven't got the notes for everything they ask, improvise a bit and write down your thoughts for future reference. At this point, you could conveniently introduce the guild. "Hey. This is a guild bar. Don't go thinking you can come in here just 'cuz you're out of the academy."</p><p> </p><p>They might get in a little scuffle (tough talkers and bullies generally run if they're losing), but they'll probably wanting to end up joining the guild.</p><p> </p><p>Sorry again for my first posts. My intention was to offer some support for your commendable efforts, as part of this community. But I was tired and short on time, so I didn't take the time to consider my words and to offer something constructive. Hope it goes well!</p></blockquote><p></p>
[QUOTE="Bercilac, post: 4688442, member: 82608"] Sorry for my frankness. It wasn't well put. The WoW crack was just snarky, on my part. I could be wrong about the bats, but just looking at the HP and damage, considering the average HP and ability to harm that a first-level character is capable of. Are you sure it didn't suggest just one of those? The challenge itself is pretty interesting. But I suppose my biggest worry is still the wall. As I said before, they may fail one of the first checks they require. While I'm sure you wouldn't PREVENT another solution, you might want to offer another way out in case they muck up and can't think of anything innovative. How long would it take them to "search" the wall? How long if they take 10? Or 20 (probably not enough time)? I did not mean to say there was not enough challenge in the adventure, rather certain parts of it. I guess my comment there (once again, not very well put) was more relating to the disembodied voice. I admire your intention to elicit information from the players. But maybe you could roll some of that into one of the roleplaying encounters? I agree that enticing the players is one of the hardest challenges of starting a campaign. But I've found that my players tend to cut me a bit of slack in this respect. I tend to railroad quite a bit in the first adventure, or several adventures. But I try to leave the players a bit of room to screw around. How about after the graduation scene (which brings back grim memories of high school!) you let them go and spend a few coppers in the pub? It would let them ask questions about the town from some of the locals. If you haven't got the notes for everything they ask, improvise a bit and write down your thoughts for future reference. At this point, you could conveniently introduce the guild. "Hey. This is a guild bar. Don't go thinking you can come in here just 'cuz you're out of the academy." They might get in a little scuffle (tough talkers and bullies generally run if they're losing), but they'll probably wanting to end up joining the guild. Sorry again for my first posts. My intention was to offer some support for your commendable efforts, as part of this community. But I was tired and short on time, so I didn't take the time to consider my words and to offer something constructive. Hope it goes well! [/QUOTE]
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