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General Tabletop Discussion
*Dungeons & Dragons
Running Death House one-shot
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<blockquote data-quote="hastur_nz" data-source="post: 7260255" data-attributes="member: 40592"><p>I ran it, and my players (all quite experienced, but all quite different in play style) pretty much completed it all in a single 3.5 hour session, with 4 PC's starting at 1st level. They succeeded mainly because they were thinking players, and avoided all the classic tropes that get PC's killed, like wandering around randomly in search of stuff to kill and loot; instead, they actually listened to the plot hooks and focused on the most likely path to success, ignoring potential side-treks (which is where a lot of the danger lies). I didn't change a thing, I ran it as best I could as written (it needs a bit of a decent pre-read, and even then I wasn't 100% clean on a couple of plot points that came up in play). We didn't have a lot of combat, and in general the level of experience of my players wasn't the mechanical aspects, it was simply their approach to exploration and problem solving aspects.</p><p></p><p>I don't think the deadliness depends too much on the level of experience of your players - if they get themselves in trouble, most likely death(s) can occur. It really depends on how much your group behaves like it's a Dungeon Crawl, or a Scooby Doo episode, vs Exploring a Death House. </p><p></p><p>If they know it's a one-shot, and it's called Death House, I think you've provided them an appropriate heaps-up. If they proceed with though and caution, they should have a good chance at success and/or fun in trying.</p><p></p><p>Have fun, we all did.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7260255, member: 40592"] I ran it, and my players (all quite experienced, but all quite different in play style) pretty much completed it all in a single 3.5 hour session, with 4 PC's starting at 1st level. They succeeded mainly because they were thinking players, and avoided all the classic tropes that get PC's killed, like wandering around randomly in search of stuff to kill and loot; instead, they actually listened to the plot hooks and focused on the most likely path to success, ignoring potential side-treks (which is where a lot of the danger lies). I didn't change a thing, I ran it as best I could as written (it needs a bit of a decent pre-read, and even then I wasn't 100% clean on a couple of plot points that came up in play). We didn't have a lot of combat, and in general the level of experience of my players wasn't the mechanical aspects, it was simply their approach to exploration and problem solving aspects. I don't think the deadliness depends too much on the level of experience of your players - if they get themselves in trouble, most likely death(s) can occur. It really depends on how much your group behaves like it's a Dungeon Crawl, or a Scooby Doo episode, vs Exploring a Death House. If they know it's a one-shot, and it's called Death House, I think you've provided them an appropriate heaps-up. If they proceed with though and caution, they should have a good chance at success and/or fun in trying. Have fun, we all did. [/QUOTE]
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Running Death House one-shot
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