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Forge of Fury: Deathtrap? (spoilers)
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<blockquote data-quote="Kid Charlemagne" data-source="post: 1417822" data-attributes="member: 93"><p>I think you're going about it the right way. Especially due to your stated reason as to your purpose in running the modules. So long as you players know it's going to be fairly deadly, and if you kind of use the aftermath as an opportunity to debrief yourself and the players, it's all good. I would be pretty strict about tactics and player death, but having a dialogue to see what they did wrong is a good idea - in addition, since you're doing this to boost your DM'ing chops, you might want to ask for ideas on how they fell <em>you're</em> doing. Sometimes players perceive the environment differently from the DM, as they misinterpret his descriptions. Or they may not realize how the rules affected what they did. In this case, it may be useful to fully explain the NPC's actions, maybe even show the PC's the bad guys stat blocks after the module is finished so they can see with their own eyes what the bad guys can do.</p><p></p><p>My group did something along these lines when we first started 3E. We created several pure combat scenarios, rolled up some characters (of various kinds and levels) and ran through some fight scenarios, letting the dice fall where they may. This way we ran through most of the new rules, learning them as we went. Since we knew we were playing primarily to familiarize ourselves with the rules, we rolled totally in the open, stopped mid-combat to make sure we were getting the rules exactly right, and tried all kinds of wierd manouvers to make sure we had bent the system as much as possible.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 1417822, member: 93"] I think you're going about it the right way. Especially due to your stated reason as to your purpose in running the modules. So long as you players know it's going to be fairly deadly, and if you kind of use the aftermath as an opportunity to debrief yourself and the players, it's all good. I would be pretty strict about tactics and player death, but having a dialogue to see what they did wrong is a good idea - in addition, since you're doing this to boost your DM'ing chops, you might want to ask for ideas on how they fell [i]you're[/i] doing. Sometimes players perceive the environment differently from the DM, as they misinterpret his descriptions. Or they may not realize how the rules affected what they did. In this case, it may be useful to fully explain the NPC's actions, maybe even show the PC's the bad guys stat blocks after the module is finished so they can see with their own eyes what the bad guys can do. My group did something along these lines when we first started 3E. We created several pure combat scenarios, rolled up some characters (of various kinds and levels) and ran through some fight scenarios, letting the dice fall where they may. This way we ran through most of the new rules, learning them as we went. Since we knew we were playing primarily to familiarize ourselves with the rules, we rolled totally in the open, stopped mid-combat to make sure we were getting the rules exactly right, and tried all kinds of wierd manouvers to make sure we had bent the system as much as possible. [/QUOTE]
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