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D&D Older Editions, OSR, & D&D Variants
Finally Played Shadowdark
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<blockquote data-quote="Doctor Futurity" data-source="post: 9732820" data-attributes="member: 10738"><p>Yeah I can see how the two con games were epic fails. The home game sounds like it could have benefitted from some scrutiny on the choice of module....I've run the Lost City as well, though I did it long ago as a PF1E hack. </p><p></p><p>The main difference (and it probably matters) is I did my own series of modules for a short campaign that went for about five levels. I built them from the ground up according to the suggested design rules, and leaned on the reaction tables for guidance on whether an encounter was going to turn south or not. I was (probably being an old, kind GM) liberal in providing the players with an escape opportunity if they realized they were in over their heads (and they had at least two encounters where that became clear....in fact a single encounter with a troll was a near TPK averted through som judicious dice rolling). None of the spell casters ever seemed to fail their checks (to which I raised an eyebrow on that, but sometimes luck does win out); to contrast, the other group I know of seemed to have atrocious luck, with the spellcasters usually failing on their very first roll. So this element.....the potential severe swinginess in the magic system, is an example of where I feel the system can lead to a bad experience. I was entertaining some homebrew ideas on how to fix that, but then in actual play it didn't ever impact my group (though it definitely made me question their unusual die rolling luck).</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 9732820, member: 10738"] Yeah I can see how the two con games were epic fails. The home game sounds like it could have benefitted from some scrutiny on the choice of module....I've run the Lost City as well, though I did it long ago as a PF1E hack. The main difference (and it probably matters) is I did my own series of modules for a short campaign that went for about five levels. I built them from the ground up according to the suggested design rules, and leaned on the reaction tables for guidance on whether an encounter was going to turn south or not. I was (probably being an old, kind GM) liberal in providing the players with an escape opportunity if they realized they were in over their heads (and they had at least two encounters where that became clear....in fact a single encounter with a troll was a near TPK averted through som judicious dice rolling). None of the spell casters ever seemed to fail their checks (to which I raised an eyebrow on that, but sometimes luck does win out); to contrast, the other group I know of seemed to have atrocious luck, with the spellcasters usually failing on their very first roll. So this element.....the potential severe swinginess in the magic system, is an example of where I feel the system can lead to a bad experience. I was entertaining some homebrew ideas on how to fix that, but then in actual play it didn't ever impact my group (though it definitely made me question their unusual die rolling luck). [/QUOTE]
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