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<blockquote data-quote="collin" data-source="post: 7542740" data-attributes="member: 6757"><p>I echo some of what Pukunui has said. </p><p></p><p>I spent almost an hour with the players before they even rolled up characters, going over some of the details and pitfalls of the possible things they might encounter, both as players and characters - basically, I managed their expectations right from the get-go, including asking if they still wanted to play the adventure after giving them somewhat general critical comments about what I noticed in reading the adventure, which they said they did still want to give it a go. Then, more than a few times during the playing of the adventure, I would take a time-out from the game and talk to them as DM to players. "Okay, at this point in the adventure, they want you or expect you to do X-Y-Z. We can do that if you want, or we can skip it and move on from there," or "I could have you fumble around and have you do X, or I can just tell you what you need to know at this point, or we can just bypass this little piece and move on." For my group, that seemed to work in terms of resolving certain odd plot-holes, although I found it rather unpleasant and unsatisfying to have to do that in the first place rather than the adventure being better written. Most of our issues were with the first 3 chapters.</p><p></p><p>I have noticed at least one of the streaming DnD groups that I have been following has been expressing frustrations with the adventure, and I am not surprised. Basically, my 3 general recommendations are:</p><p></p><p>1. Read through it VERY carefully. </p><p>2. Manage your players expectations from the beginning, letting them know there may be flaws or pitfalls inherent to the overall adventure (and they may choose not to do it, so be prepared for that)</p><p>3. Do not feel you need to play WDH straight from the book. Change it up as much as you think is necessary to make it playable.</p></blockquote><p></p>
[QUOTE="collin, post: 7542740, member: 6757"] I echo some of what Pukunui has said. I spent almost an hour with the players before they even rolled up characters, going over some of the details and pitfalls of the possible things they might encounter, both as players and characters - basically, I managed their expectations right from the get-go, including asking if they still wanted to play the adventure after giving them somewhat general critical comments about what I noticed in reading the adventure, which they said they did still want to give it a go. Then, more than a few times during the playing of the adventure, I would take a time-out from the game and talk to them as DM to players. "Okay, at this point in the adventure, they want you or expect you to do X-Y-Z. We can do that if you want, or we can skip it and move on from there," or "I could have you fumble around and have you do X, or I can just tell you what you need to know at this point, or we can just bypass this little piece and move on." For my group, that seemed to work in terms of resolving certain odd plot-holes, although I found it rather unpleasant and unsatisfying to have to do that in the first place rather than the adventure being better written. Most of our issues were with the first 3 chapters. I have noticed at least one of the streaming DnD groups that I have been following has been expressing frustrations with the adventure, and I am not surprised. Basically, my 3 general recommendations are: 1. Read through it VERY carefully. 2. Manage your players expectations from the beginning, letting them know there may be flaws or pitfalls inherent to the overall adventure (and they may choose not to do it, so be prepared for that) 3. Do not feel you need to play WDH straight from the book. Change it up as much as you think is necessary to make it playable. [/QUOTE]
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