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New DM Having Tough Time Relaxing with Published Adventures!
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<blockquote data-quote="Warrior Poet" data-source="post: 6899011" data-attributes="member: 1057"><p>My game group is currently going through <em>Rise of the Runelords</em>, too, though we play in Pathfinder.</p><p></p><p>In addition to many of the good suggestions herein, something else that might help: Get the players input in helping you re-acquire some measure of comfort in how you approach the game.</p><p></p><p>So, for example: the way <em>Rise of the Runelords</em> is written it's pretty much a sprint, start to finish. Just as one thing ends, almost the <em>next day</em> a PC like Sheriff Hemlock shows up and says, "Hey, thanks for all the help with that climactic series of troubling events but <em>just this morning</em> more troubling events have shown up. No, there's no time to bathe, you're needed right away at this location because the cosmos is on serious deadline. Chop, chop!"</p><p></p><p>So our game group rebelled (a little). I had a long email conversation with our GM (I'm one of the players) about the transition time between Part 3 and Part 4 (the shift from the events in Magnimar to the frontier east and the Hook Mountain portion). I argued that, as written, <em>Rise of the Runelords</em> puts PCs on pace to make 20th level (or 16th, say) within one in-game year, and that bothered me. Great journeys of immense destiny are the kinds of things that take years, and it bothered me that in one in-game year the party would have gone from young Paul son of the Lady Jessica to the Kwisatz Haderach in the blink of an eye. Nell in <em>The Diamond Age</em> starts a young girl and ends a young woman leading her own army, a journey of fifteen years or so. And the GM agreed.</p><p></p><p>So we had winter, and passes became impassable, and so forth, and we wintered over in Magnimar, and crafted some magic items, and spent some time getting to know the city, and when spring came we set out for the frontier and the GM had reworked things so that worked out. Loss of contact with the Black Arrows didn't happen until <em>after</em> snow-melt.</p><p></p><p>I recommend talking with your players about how it's going. They may feel some of what you're feeling, and then you can go about a cooperative solution to setting things back on track to how you <em>all</em> like to play the game. You're supposed to be having fun, too <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>I like <em>Rise of the Runelords</em>, for the most part, but I have some issues with how it was written to be breakneck from the first goblins at the festival to where ever the darn thing ends (we're still in the Runeforge).</p><p></p><p>Best of luck with the game, hope you find your rhythm, and hope it makes for great memories all around!</p><p></p><p>Still learning,</p><p></p><p>Robert</p></blockquote><p></p>
[QUOTE="Warrior Poet, post: 6899011, member: 1057"] My game group is currently going through [I]Rise of the Runelords[/I], too, though we play in Pathfinder. In addition to many of the good suggestions herein, something else that might help: Get the players input in helping you re-acquire some measure of comfort in how you approach the game. So, for example: the way [I]Rise of the Runelords[/I] is written it's pretty much a sprint, start to finish. Just as one thing ends, almost the [I]next day[/I] a PC like Sheriff Hemlock shows up and says, "Hey, thanks for all the help with that climactic series of troubling events but [I]just this morning[/I] more troubling events have shown up. No, there's no time to bathe, you're needed right away at this location because the cosmos is on serious deadline. Chop, chop!" So our game group rebelled (a little). I had a long email conversation with our GM (I'm one of the players) about the transition time between Part 3 and Part 4 (the shift from the events in Magnimar to the frontier east and the Hook Mountain portion). I argued that, as written, [I]Rise of the Runelords[/I] puts PCs on pace to make 20th level (or 16th, say) within one in-game year, and that bothered me. Great journeys of immense destiny are the kinds of things that take years, and it bothered me that in one in-game year the party would have gone from young Paul son of the Lady Jessica to the Kwisatz Haderach in the blink of an eye. Nell in [I]The Diamond Age[/I] starts a young girl and ends a young woman leading her own army, a journey of fifteen years or so. And the GM agreed. So we had winter, and passes became impassable, and so forth, and we wintered over in Magnimar, and crafted some magic items, and spent some time getting to know the city, and when spring came we set out for the frontier and the GM had reworked things so that worked out. Loss of contact with the Black Arrows didn't happen until [I]after[/I] snow-melt. I recommend talking with your players about how it's going. They may feel some of what you're feeling, and then you can go about a cooperative solution to setting things back on track to how you [I]all[/I] like to play the game. You're supposed to be having fun, too :) I like [I]Rise of the Runelords[/I], for the most part, but I have some issues with how it was written to be breakneck from the first goblins at the festival to where ever the darn thing ends (we're still in the Runeforge). Best of luck with the game, hope you find your rhythm, and hope it makes for great memories all around! Still learning, Robert [/QUOTE]
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