I've been running the Shackled City adventure path from Dungeon for about the last 6 months. I feel mired in the second adventure. I need some help to get this camapign back on track.
Here's little background. Our group is all 30-something professionals who have been gaming about 25 years each. Last summer, 2 people quit. The only way I could think to run a D&D game was for each of the 2-3 weekly players to run 2 characters. I figured 1 player would only show up sometimes since he commutes over 1 hour one-way. A nice suprise was that another former member rejoined and attendance has been pretty steady at 4 players = 8 PCs.
To make the game fresh & exciting for me, I required 2 tiers of PCs. Tier 1 is Star Wars human jedi consular or jedi guardain; Judge Dredd human street judge or psi judge; or Omega World pure strain human or mutant human. Tier 2 is any level 1 option, aasimar paladin or any standard PHB race & class combo. Each player has a tier 1 PC and a tier 2 character.
The game has been going very well. I didn't expect this type of cross-genre game to be embraced by the players, but they seem to like it. They were very challenged by the first adventure--nearly a TPK. Only 2 PCs have survived since the very beginning--both judges.
Now, it just feels a little boring. In fairness, I have also realized in retrospect that I get bored as a DM and as a player after about 6 months. In this campaign, I feel like I've now seen the lightsabers & lawgivers in action. Plus, it's taking too long. I want to speed up the adventures without missing out on the feeling of the game.
One idea I've had recently is to incorporate some superhero elements from Villains & Vigilantes (one of my faves from back in the 80s). The 1st scene in the next module is "Hulk Smash!" and feels very appropriate for this idea. But, then it gets into another dungeon crawl, which feels done to death.
Another possible idea is to take it back down to 1 PC per player. This might make the encounters challenging again and let each PC develop a niche. I would like to see how they handle the end of this module before trying that option, though.
For faster play, I have been giving out player maps essentially giving them the dungeon area after capturing a foe or some other role-playing event worthy of reward. But, the dungeon crawls are still--well--at a crawling pace. I have considered shortening the adventure to the climactic parts, but that feels like it would lessen the experience.
Any ideas out there?
Here's little background. Our group is all 30-something professionals who have been gaming about 25 years each. Last summer, 2 people quit. The only way I could think to run a D&D game was for each of the 2-3 weekly players to run 2 characters. I figured 1 player would only show up sometimes since he commutes over 1 hour one-way. A nice suprise was that another former member rejoined and attendance has been pretty steady at 4 players = 8 PCs.
To make the game fresh & exciting for me, I required 2 tiers of PCs. Tier 1 is Star Wars human jedi consular or jedi guardain; Judge Dredd human street judge or psi judge; or Omega World pure strain human or mutant human. Tier 2 is any level 1 option, aasimar paladin or any standard PHB race & class combo. Each player has a tier 1 PC and a tier 2 character.
The game has been going very well. I didn't expect this type of cross-genre game to be embraced by the players, but they seem to like it. They were very challenged by the first adventure--nearly a TPK. Only 2 PCs have survived since the very beginning--both judges.
Now, it just feels a little boring. In fairness, I have also realized in retrospect that I get bored as a DM and as a player after about 6 months. In this campaign, I feel like I've now seen the lightsabers & lawgivers in action. Plus, it's taking too long. I want to speed up the adventures without missing out on the feeling of the game.
One idea I've had recently is to incorporate some superhero elements from Villains & Vigilantes (one of my faves from back in the 80s). The 1st scene in the next module is "Hulk Smash!" and feels very appropriate for this idea. But, then it gets into another dungeon crawl, which feels done to death.
Another possible idea is to take it back down to 1 PC per player. This might make the encounters challenging again and let each PC develop a niche. I would like to see how they handle the end of this module before trying that option, though.
For faster play, I have been giving out player maps essentially giving them the dungeon area after capturing a foe or some other role-playing event worthy of reward. But, the dungeon crawls are still--well--at a crawling pace. I have considered shortening the adventure to the climactic parts, but that feels like it would lessen the experience.
Any ideas out there?


