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Planning to run Age of Worms AP - Anything I should know about before I start?
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<blockquote data-quote="TheFindus" data-source="post: 5780889" data-attributes="member: 75791"><p>I am playing this AP in 4E (Eberron) at the moment.</p><p> </p><p>I do not know if you plan to run it in 4E with DDI support as well. If you do, you would have to change the encounters of course, which, since it is 4E, is not so much of a problem.</p><p> </p><p>What I find hardest about the individual adventures, though, is how to get the story to the players and the basic setup of what is going on. Sometimes, it does not make any sense to me and the story does not come across if you play the AP as written.</p><p> </p><p>I give you one example (Spoiler Alert!).</p><p>In the third adventure, the PCs encounter lizardfolk that are influenced by a dragon. This is THE story of the adventure and leads to everything else in the campaign, since the main enemy, certain undead, are revealed truly for the first time. However, what exactly the very important relationship between the dragon and the lizardfolk tribe is, can only be revealed by a lizardfolk druid/shaman, which is most likely killed by the PCs in a regular encounter. So if you do not change that, the PCs will not know a lot about this very important story. Which is a shame, because the story is quite cool.</p><p> </p><p>So, the most important advice I would give you is that you always have to think about what part of the story you want to tell the PCs at which point and how you will present it to them in the adventure. Be prepared that you have to heavily change the NPCs behaviour and how the PCs meet them in order to tell that story. Also, if you really do not want to loose the story, make sure the PCs can go to all the places where the story actually happens. Not always are the adventures designed in a way that the PCs actually have a chance to go there, unless you as the GM do something about it. Things like: if the king is dead, everybody will try to kill the PCs so they will not have time to go to that one really really important part of the "dungeon" where they can actually save everybody. So, you will have to change that, too, for the story to really work. </p><p> </p><p>I can also say that using knowledge skills to the fullest and graciously has helped my group a lot.</p><p> </p><p>Also, if you are playing this AP in 3e, sneaking will be problem, because the major opponents are undead. I played a rogue in 3e in this AP and special "Grave Strike" weapons were neccessary to make the charakter really work and not feel useless.</p></blockquote><p></p>
[QUOTE="TheFindus, post: 5780889, member: 75791"] I am playing this AP in 4E (Eberron) at the moment. I do not know if you plan to run it in 4E with DDI support as well. If you do, you would have to change the encounters of course, which, since it is 4E, is not so much of a problem. What I find hardest about the individual adventures, though, is how to get the story to the players and the basic setup of what is going on. Sometimes, it does not make any sense to me and the story does not come across if you play the AP as written. I give you one example (Spoiler Alert!). In the third adventure, the PCs encounter lizardfolk that are influenced by a dragon. This is THE story of the adventure and leads to everything else in the campaign, since the main enemy, certain undead, are revealed truly for the first time. However, what exactly the very important relationship between the dragon and the lizardfolk tribe is, can only be revealed by a lizardfolk druid/shaman, which is most likely killed by the PCs in a regular encounter. So if you do not change that, the PCs will not know a lot about this very important story. Which is a shame, because the story is quite cool. So, the most important advice I would give you is that you always have to think about what part of the story you want to tell the PCs at which point and how you will present it to them in the adventure. Be prepared that you have to heavily change the NPCs behaviour and how the PCs meet them in order to tell that story. Also, if you really do not want to loose the story, make sure the PCs can go to all the places where the story actually happens. Not always are the adventures designed in a way that the PCs actually have a chance to go there, unless you as the GM do something about it. Things like: if the king is dead, everybody will try to kill the PCs so they will not have time to go to that one really really important part of the "dungeon" where they can actually save everybody. So, you will have to change that, too, for the story to really work. I can also say that using knowledge skills to the fullest and graciously has helped my group a lot. Also, if you are playing this AP in 3e, sneaking will be problem, because the major opponents are undead. I played a rogue in 3e in this AP and special "Grave Strike" weapons were neccessary to make the charakter really work and not feel useless. [/QUOTE]
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Planning to run Age of Worms AP - Anything I should know about before I start?
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