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General Tabletop Discussion
*Dungeons & Dragons
Running T1-4 (ToEE) for the first time. Any advice?
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<blockquote data-quote="twizty" data-source="post: 7087548" data-attributes="member: 6795539"><p>Definitely appreciate all the feedback.</p><p></p><p>Those are the exact notes I've been leaning heavily on. What you say of Hommlet makes complete sense, it could be I'm concerned for no reason. This is a reformation of my original 5e group, which broke up due to a few players being overtly bad at everything. It was constant hand holding until I finally said screw it, training wheels are off and ended up killing them 3 times (I let them come back with new characters) because they didn't get it. This new group could do much better. They're more into the RP perspective than murderhobo.</p><p></p><p>Something else I'm curious about what others have done. The intro mentions the players should be broke and worn down when entering Hommlet. I debated staging a bunch of robbers on the road in to rough them up and take most of their coin. Kind of a means of getting them to invest in the town. Find some side work at the tavern, help some of the farmers out with heavy lifting, work with the smithy's. Try to make some coin in town so they can get back on their feet. I go by the book on gear usually. Take what your class offers or roll your gold and buy it.</p><p></p><p>This organic flow is what I'm hoping for. I'm pretty sure Hommlet will just work once they get there, the gears will just start turning on their own. I definitely plan to do a lot of work with the Temple itself, I don't want it to turn into a long slog as you say. I'd love to see them use subterfuge or some other means to turn the varying factions within even more against each other. Maybe throw a PC's younger sibling in the mix, kidnapped by pirates, turned by the cult, no working against their brother/sister in the party.</p><p></p><p>This is definitely helping get the ideas flowing for this.</p></blockquote><p></p>
[QUOTE="twizty, post: 7087548, member: 6795539"] Definitely appreciate all the feedback. Those are the exact notes I've been leaning heavily on. What you say of Hommlet makes complete sense, it could be I'm concerned for no reason. This is a reformation of my original 5e group, which broke up due to a few players being overtly bad at everything. It was constant hand holding until I finally said screw it, training wheels are off and ended up killing them 3 times (I let them come back with new characters) because they didn't get it. This new group could do much better. They're more into the RP perspective than murderhobo. Something else I'm curious about what others have done. The intro mentions the players should be broke and worn down when entering Hommlet. I debated staging a bunch of robbers on the road in to rough them up and take most of their coin. Kind of a means of getting them to invest in the town. Find some side work at the tavern, help some of the farmers out with heavy lifting, work with the smithy's. Try to make some coin in town so they can get back on their feet. I go by the book on gear usually. Take what your class offers or roll your gold and buy it. This organic flow is what I'm hoping for. I'm pretty sure Hommlet will just work once they get there, the gears will just start turning on their own. I definitely plan to do a lot of work with the Temple itself, I don't want it to turn into a long slog as you say. I'd love to see them use subterfuge or some other means to turn the varying factions within even more against each other. Maybe throw a PC's younger sibling in the mix, kidnapped by pirates, turned by the cult, no working against their brother/sister in the party. This is definitely helping get the ideas flowing for this. [/QUOTE]
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Running T1-4 (ToEE) for the first time. Any advice?
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