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Having trouble with SKT (SPOILERS)
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<blockquote data-quote="hastur_nz" data-source="post: 7236948" data-attributes="member: 40592"><p>Indeed, what is done is done, so onwards and upwards. My best advice is that SKT does actually require some work in preparation and thinking, every session, especially in the initial chapters. Unfortunately, as you've found out, trying to just wing it as you go along, reading as you go along, is doomed to failure, it's not well enough structured for that. So you just have to make sure you find some time to read ahead enough, and come up with some ideas for how to structure the upcoming session, so the players have enough structure but not a complete rail-road. Don't stress over the whole book's content, just what you need for the next session.</p><p></p><p>So for example, at level 7 I'd say get them into Chapter 4 (find the Path / Uthgardt Mounds), then on to one (or more) of the Giant Strongholds for level 8 - don't rush them up levels any more, the giant strongholds can be great fun. Motivation shouldn't be too hard, they have spent loads of time already seeing giants attack the towns of the North.</p><p></p><p>Personally I've run bits of it, and lots from other sources, all part of a big arc of "troubles in the north", which will eventually converge into at least some of the PC's 'solving the giant problems'; we may even extend it out from there to cover higher levels. But after many months we haven't actually played more than bits of 3 chapters, as I heavily padded out the early levels. I ran an initial group straight from Nightstone to Goldenfields then on to Grudd Haug, which was a very natural plot progression; I didn't actually use chapter 4, as I'm using that later on with a second group of PC's who are running "in parallel" - that's my main change-up from what's published.</p><p></p><p>Anyway, if you are willing to change things to help make them better, you are totally on the right track. Good luck - it's a decent adventure book with loads of cool ideas etc, but you definitely need to put your own twist on it to make it run well for your own group of players.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7236948, member: 40592"] Indeed, what is done is done, so onwards and upwards. My best advice is that SKT does actually require some work in preparation and thinking, every session, especially in the initial chapters. Unfortunately, as you've found out, trying to just wing it as you go along, reading as you go along, is doomed to failure, it's not well enough structured for that. So you just have to make sure you find some time to read ahead enough, and come up with some ideas for how to structure the upcoming session, so the players have enough structure but not a complete rail-road. Don't stress over the whole book's content, just what you need for the next session. So for example, at level 7 I'd say get them into Chapter 4 (find the Path / Uthgardt Mounds), then on to one (or more) of the Giant Strongholds for level 8 - don't rush them up levels any more, the giant strongholds can be great fun. Motivation shouldn't be too hard, they have spent loads of time already seeing giants attack the towns of the North. Personally I've run bits of it, and lots from other sources, all part of a big arc of "troubles in the north", which will eventually converge into at least some of the PC's 'solving the giant problems'; we may even extend it out from there to cover higher levels. But after many months we haven't actually played more than bits of 3 chapters, as I heavily padded out the early levels. I ran an initial group straight from Nightstone to Goldenfields then on to Grudd Haug, which was a very natural plot progression; I didn't actually use chapter 4, as I'm using that later on with a second group of PC's who are running "in parallel" - that's my main change-up from what's published. Anyway, if you are willing to change things to help make them better, you are totally on the right track. Good luck - it's a decent adventure book with loads of cool ideas etc, but you definitely need to put your own twist on it to make it run well for your own group of players. [/QUOTE]
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