Joe Sumfin
First Post
I ran ToEE as a weekly game. It took a little over 9 months, but that is with significant additions to make the plot a little more cohesive, and with the players insisting on clearing every single room. Keeping it from getting boring was high on my priority list.
Can I ask for just a brief summary of what you changed? It was late at night when I got to the secret history of the temple and it was just to much. I read a post on critical hits that they'd make the elementals be conflicting with each other and gave them goals they'd play to.
I like the idea of a neutral evil town that has its eyes on the players.
If you don't want to sum up what you changed could you maybe at least let me know why it got boring? Just turned into a room to room treasure quest? I'd want to avoid playing that and running that. I've played Rappan Athuk with a player killer DM and the exploration was cool but having to roll a new guy every week or two got old and I don't like just stinging combat together without a nice break from it or something. Spending a week back in town or something.
Celebrim;
I appreciate all the good feedback you've given me and I do plan to take you up and steal your ideas on many of those. I like adding people to town and expanding the woods. This thread is making me kind of excited to get something setup.
