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Running a Dungeon Adventure Path. Which is the best?
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<blockquote data-quote="Wik" data-source="post: 3134360" data-attributes="member: 40177"><p>Well, they are tough. Not just to run, but to play in. However, I'm not sure they're THAT tough.</p><p></p><p>I have one "new" player in my group, one of moderate experience, and one that's an avid D&D book reader. While I had to help cue the players a little bit ("do you want to search for secret doors?" in rooms I knew didn't have any, so that the PCs would get the gist of it and search the room I *Knew* had a secret door), I didn't find it to be that much of a problem. So far, my group is doing excellently in the combats, although we have had three situations where someone has been brought down to negative hit points (once in the very first fight; the other two times were when Keetara, the Catfolk Rogue, either got swarmed by crabs or when she nearly became a meal for a zombie). </p><p></p><p>I'd say that if you have a new GM, Don't run the paths. But if you have new players, the paths should be okay to run, with a little bit of GM help (either run stuff as an addition to the adventures so that the PCs are slightly higher level than recommended, or add an NPC who you can use to provide advice to the players without breaking scene).</p></blockquote><p></p>
[QUOTE="Wik, post: 3134360, member: 40177"] Well, they are tough. Not just to run, but to play in. However, I'm not sure they're THAT tough. I have one "new" player in my group, one of moderate experience, and one that's an avid D&D book reader. While I had to help cue the players a little bit ("do you want to search for secret doors?" in rooms I knew didn't have any, so that the PCs would get the gist of it and search the room I *Knew* had a secret door), I didn't find it to be that much of a problem. So far, my group is doing excellently in the combats, although we have had three situations where someone has been brought down to negative hit points (once in the very first fight; the other two times were when Keetara, the Catfolk Rogue, either got swarmed by crabs or when she nearly became a meal for a zombie). I'd say that if you have a new GM, Don't run the paths. But if you have new players, the paths should be okay to run, with a little bit of GM help (either run stuff as an addition to the adventures so that the PCs are slightly higher level than recommended, or add an NPC who you can use to provide advice to the players without breaking scene). [/QUOTE]
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