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Little expert advice would be appreciated ;)
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<blockquote data-quote="fba827" data-source="post: 5323302" data-attributes="member: 807"><p>Overall, a good layout that should suffice for a one-shot.</p><p></p><p>A couple quick thoughts came to mind as reading</p><p></p><p>(mind you, these may very well be issues of non-importance to your group's playstyle, so feel free to ignore whatever won't apply to your group).</p><p></p><p></p><p></p><p></p><p>Is this monk a PC? Or simply a plot device for the message he's going to relay later on?</p><p></p><p></p><p></p><p></p><p>Ah, this is my one real sticking point with your layout. I mean story-wise it is a good twist to make them think on how to get supplies there without the wagon (i.e. carry it). But game-wise, you are already plotting out the resolution of a combat. a) players always manage to do something you aren't expecting and b) with a foregone conclusion you could frustrate PCs into thinking "it didn't matter what we did, we could have beat everyone and he'd still take away the wagon"</p><p></p><p>After reading the rest of your layout, the loss of the wagon doesn't seem to be a huge focus, so maybe don't automatically assume the attack will end in the loss of the wagon, but instead it 'might' -- just have the zombies there and if they stop them from getting to the wagon, let them keep it.</p><p></p><p></p><p>Alternatively, if losing the wagon is important, perhaps the road to the town goes over a bridge and the bridge has been destroyed. Thus, carrying loads over the water is the only way (perhaps with the horse/mule) but the wagon simply won't make it through the high water. That way you aren't going into a combat with a foregone conclusion of losing the wagon but you still lose the wagon later on.</p><p></p><p></p><p></p><p></p><p>As said above, is this a PC or NPC? Also, what form will this message take? If the monk is merely "telling" the message then the question will come up "if the monk knew that there was danger here, why didn't he say something sooner?"</p><p>So, if having the monk there isn't important, then consider it being a "sealed message in the cargo" that is part of the delivery. that way the townsfolk can still get the message but you don't have the awkwardness of why wasn't it mentioned as a potential danger prior to actually getting there.</p><p></p><p></p><p></p><p></p><p>How "kick in the door and charge with guns blazing" are your players? They may not stop to do all that prep work, they may just go out with weapons drawn ready to kill as many as they can.</p><p></p><p>It might 'cheat' the PCs a little if the NPCs in town suddenly say "lets make these explosives" - it's best if that sort of thought comes from the PCs. So maybe, sometime way at the beginning when the PCs first get the cargo and look it over, make a subtle comment that some of the cargo looks explosive and not to get fire near it ... that will plant a little seed in the players' minds for later without being obvious about it at relevant point.</p><p></p><p></p><p></p><p></p><p>Just be sure there is a good in game way to relay the information about the special zombies. For instance, one of the town NPCs says something like "those groups there are blocking the main road. if we can't take them out, the reinforcements will not have a safe path to get here ..." or "we really should clear the south entrance of town since that is our escape route if they overcome us from the north and east as they'll never be able to catch us in that terrain that way" (or something to that effect to point them to the special zombies in questions)</p><p></p><p></p><p>Finally, my only other thought is ....</p><p>The town needs a reason for being defended. It can be as simple as "it is our home" but why then would the PCs care - what's to stop them from saying "screw the town, let's make a run for it (with or without the civilians)"</p><p>Maybe some of the towns folks are sick/injured from the frequent attacks? Maybe there is something special about the town itself? Maybe one of the PCs is originally from here (or has parents/siblings here)? Maybe -all- the PCs are originally from here or have ties to this place?</p><p></p><p>Anyway, as I said up top -- a good story over all. And lots of my comments may not even apply to your group (since they really just pick at certain potential play styles).</p><p></p><p>Have fun with the session! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Edit: Oh, and welcome to the boards.</p></blockquote><p></p>
[QUOTE="fba827, post: 5323302, member: 807"] Overall, a good layout that should suffice for a one-shot. A couple quick thoughts came to mind as reading (mind you, these may very well be issues of non-importance to your group's playstyle, so feel free to ignore whatever won't apply to your group). Is this monk a PC? Or simply a plot device for the message he's going to relay later on? Ah, this is my one real sticking point with your layout. I mean story-wise it is a good twist to make them think on how to get supplies there without the wagon (i.e. carry it). But game-wise, you are already plotting out the resolution of a combat. a) players always manage to do something you aren't expecting and b) with a foregone conclusion you could frustrate PCs into thinking "it didn't matter what we did, we could have beat everyone and he'd still take away the wagon" After reading the rest of your layout, the loss of the wagon doesn't seem to be a huge focus, so maybe don't automatically assume the attack will end in the loss of the wagon, but instead it 'might' -- just have the zombies there and if they stop them from getting to the wagon, let them keep it. Alternatively, if losing the wagon is important, perhaps the road to the town goes over a bridge and the bridge has been destroyed. Thus, carrying loads over the water is the only way (perhaps with the horse/mule) but the wagon simply won't make it through the high water. That way you aren't going into a combat with a foregone conclusion of losing the wagon but you still lose the wagon later on. As said above, is this a PC or NPC? Also, what form will this message take? If the monk is merely "telling" the message then the question will come up "if the monk knew that there was danger here, why didn't he say something sooner?" So, if having the monk there isn't important, then consider it being a "sealed message in the cargo" that is part of the delivery. that way the townsfolk can still get the message but you don't have the awkwardness of why wasn't it mentioned as a potential danger prior to actually getting there. How "kick in the door and charge with guns blazing" are your players? They may not stop to do all that prep work, they may just go out with weapons drawn ready to kill as many as they can. It might 'cheat' the PCs a little if the NPCs in town suddenly say "lets make these explosives" - it's best if that sort of thought comes from the PCs. So maybe, sometime way at the beginning when the PCs first get the cargo and look it over, make a subtle comment that some of the cargo looks explosive and not to get fire near it ... that will plant a little seed in the players' minds for later without being obvious about it at relevant point. Just be sure there is a good in game way to relay the information about the special zombies. For instance, one of the town NPCs says something like "those groups there are blocking the main road. if we can't take them out, the reinforcements will not have a safe path to get here ..." or "we really should clear the south entrance of town since that is our escape route if they overcome us from the north and east as they'll never be able to catch us in that terrain that way" (or something to that effect to point them to the special zombies in questions) Finally, my only other thought is .... The town needs a reason for being defended. It can be as simple as "it is our home" but why then would the PCs care - what's to stop them from saying "screw the town, let's make a run for it (with or without the civilians)" Maybe some of the towns folks are sick/injured from the frequent attacks? Maybe there is something special about the town itself? Maybe one of the PCs is originally from here (or has parents/siblings here)? Maybe -all- the PCs are originally from here or have ties to this place? Anyway, as I said up top -- a good story over all. And lots of my comments may not even apply to your group (since they really just pick at certain potential play styles). Have fun with the session! :) Edit: Oh, and welcome to the boards. [/QUOTE]
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