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Running Vault of the Dracolich: Tips?
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<blockquote data-quote="Alphastream" data-source="post: 6296084" data-attributes="member: 11365"><p>That's awesome! As one of the three writers of the adventure, I'm really glad to hear of the adventure continuing to be used in the interactive format, and especially in a college where some gamers will be younger. Thanks for organizing this!</p><p></p><p></p><p>Multi-Table:</p><p>The event coordinator can play a really critical event beyond what is written. He or she can adjust the play experience in many ways. For example, by watching the timing of the adventure and providing clues to speed up play, encourage certain types of play, and helping groups that are having harder times. Some examples:</p><p>- Give one table a clue to where another table can find the last artifact. Timing is a big one. It is good for the coordinator to watch which tables are far from the last artifact (or lack clues to find it) and give them a bit of a boost.</p><p>- Encourage a table running into trouble (such as a monster that can't easily be defeated) to communicate with other tables. Maybe they have magic or know of a location that would impede/kill/trap this monster?</p><p>- If one table/player wants to experiment with the portals, encourage them to talk to other tables and share information they uncover - work together to figure out the portals. </p><p>- Intelligent monsters can react to players communicating. Bad guys in battle might break off, some staying for 'certain victory' and others heading to find the heroes this group of PCs was communicating with.</p><p>- Encourage PCs in over their heads to find options aside from combat. Encourage DMs to keep play interesting and fun, and to encourage options beyond just typical combat. What happens when you throw a rug over a monster, or lead them into a trap?</p><p></p><p>For the final battle, it can be a bit quick or easy. I'm not necessarily unhappy with that, because timing wise I think it worked very well for the original gameday: quick and exciting. But, you can add some HPs to the final dracolich or otherwise alter things to keep the conclusion exciting. If the players are strong, perhaps the dracolich wears a necklace, and the initial hits seem to be channeled into the necklace. Skills or daring (jump up, tear it off) are needed to counter the necklace and deal damage to it. This is your battle to regulate and make fun for everyone! The printed word never trumps the DMs or the coordinator's judgment!</p></blockquote><p></p>
[QUOTE="Alphastream, post: 6296084, member: 11365"] That's awesome! As one of the three writers of the adventure, I'm really glad to hear of the adventure continuing to be used in the interactive format, and especially in a college where some gamers will be younger. Thanks for organizing this! Multi-Table: The event coordinator can play a really critical event beyond what is written. He or she can adjust the play experience in many ways. For example, by watching the timing of the adventure and providing clues to speed up play, encourage certain types of play, and helping groups that are having harder times. Some examples: - Give one table a clue to where another table can find the last artifact. Timing is a big one. It is good for the coordinator to watch which tables are far from the last artifact (or lack clues to find it) and give them a bit of a boost. - Encourage a table running into trouble (such as a monster that can't easily be defeated) to communicate with other tables. Maybe they have magic or know of a location that would impede/kill/trap this monster? - If one table/player wants to experiment with the portals, encourage them to talk to other tables and share information they uncover - work together to figure out the portals. - Intelligent monsters can react to players communicating. Bad guys in battle might break off, some staying for 'certain victory' and others heading to find the heroes this group of PCs was communicating with. - Encourage PCs in over their heads to find options aside from combat. Encourage DMs to keep play interesting and fun, and to encourage options beyond just typical combat. What happens when you throw a rug over a monster, or lead them into a trap? For the final battle, it can be a bit quick or easy. I'm not necessarily unhappy with that, because timing wise I think it worked very well for the original gameday: quick and exciting. But, you can add some HPs to the final dracolich or otherwise alter things to keep the conclusion exciting. If the players are strong, perhaps the dracolich wears a necklace, and the initial hits seem to be channeled into the necklace. Skills or daring (jump up, tear it off) are needed to counter the necklace and deal damage to it. This is your battle to regulate and make fun for everyone! The printed word never trumps the DMs or the coordinator's judgment! [/QUOTE]
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Running Vault of the Dracolich: Tips?
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