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How do you run a Gameday adventure?
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<blockquote data-quote="Rel" data-source="post: 1287798" data-attributes="member: 99"><p>I'll give a piece of advice here that you won't see from me in any other thread on these boards: Railroad the crap out of them.</p><p></p><p>Design fun, exciting, scary, breath-taking encounters. Then make for damn sure the party gets to experience them. Shove them right into the action and make sure they follow a trail that will take them from the beginning to the middle and to the end. If you want the trail to branch some so they can take different routes from A to B to C, feel free. But I'd design it in such a way that they can't endlessly backtrack and eat up the little time you've got before they get to the exciting finish.</p><p></p><p>Also, I don't think there is such a thing as "too much humor" in a Game Day game. If you go the other direction and make things very serious, it might work out fine but remember that you're dealing with people who you've probably never played with before and probably haven't played with each other either. Nothing breaks the ice in a situation like that like uproarious laughter. And, unlike somebody mentioned above, don't be afraid to try out non-standard magic items, especially where it will contribute to the laughter thing.</p><p></p><p>For example, at the last NC Game Day, I ran an Orcz adventure where the party were all playing Orcs. I loaded them up with unusual magic items, the kind that I felt Orcs would really make in a D&D setting. The cleric had the Club of Healing that dealt 1d6 damage and healed 1d8+1 each time she smacked you with it ("Come 'ere and let's me heals ya'!" *WHAP, WHAP, WHAP*). The bad guy took refuge at the end of the adventure in his Daern's Instant Outhouse. The party barbarian wore The Stinking Hide of Grumsh that gave off a 10'R stench like a Troglodyte. That sort of stuff, combined with the awesome roleplaying of my players who totally got into the orc thing, made it a day full of laughter and fun.</p><p></p><p>That's what I shoot for.</p></blockquote><p></p>
[QUOTE="Rel, post: 1287798, member: 99"] I'll give a piece of advice here that you won't see from me in any other thread on these boards: Railroad the crap out of them. Design fun, exciting, scary, breath-taking encounters. Then make for damn sure the party gets to experience them. Shove them right into the action and make sure they follow a trail that will take them from the beginning to the middle and to the end. If you want the trail to branch some so they can take different routes from A to B to C, feel free. But I'd design it in such a way that they can't endlessly backtrack and eat up the little time you've got before they get to the exciting finish. Also, I don't think there is such a thing as "too much humor" in a Game Day game. If you go the other direction and make things very serious, it might work out fine but remember that you're dealing with people who you've probably never played with before and probably haven't played with each other either. Nothing breaks the ice in a situation like that like uproarious laughter. And, unlike somebody mentioned above, don't be afraid to try out non-standard magic items, especially where it will contribute to the laughter thing. For example, at the last NC Game Day, I ran an Orcz adventure where the party were all playing Orcs. I loaded them up with unusual magic items, the kind that I felt Orcs would really make in a D&D setting. The cleric had the Club of Healing that dealt 1d6 damage and healed 1d8+1 each time she smacked you with it ("Come 'ere and let's me heals ya'!" *WHAP, WHAP, WHAP*). The bad guy took refuge at the end of the adventure in his Daern's Instant Outhouse. The party barbarian wore The Stinking Hide of Grumsh that gave off a 10'R stench like a Troglodyte. That sort of stuff, combined with the awesome roleplaying of my players who totally got into the orc thing, made it a day full of laughter and fun. That's what I shoot for. [/QUOTE]
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