| Post/Author/DateTime | Post |
|---|---|
| echoota09-26-06, 03:56 PM | This just crossed my mind. LG doesn't come into it's own I feel until 2nd level. First level is just too fragile and my friends and I just don't feel whole until we get to 2nd level. So, is it possible with playing up to inject a 1st level character into a game so that the end result is after that first play session the person has at least 1000xp so they can they can level up? Of course I assume it would be pretty lethal, but assuming you have a group of five high level players who'll watch out for the green and they play smart then I'd think it would work. And of course this wouldn't be something you inflict on strangers at a con, this is with friends in a home group where someone wants to start a new character and so rather than using their 10th level character they walk in with a 1st level character. Then hopefully they can get to a proper 2nd level in one session rather than have to sit through three sessions with their first level. |
| kenobi6509-26-06, 04:09 PM | No good way, no. To get 1000 xp in one module, you'd really need to earn 2000 xp, because you're looking at having to play an APL well above APL 2 (and, if you play an APL that's 3 or more above your level, you only get half XP). Given that, there's no way you could do it with a one-round module; APL 14 module cap out at (I believe) 1800 xp. With a two-rounder, you could theoretically earn that many XP at APL 8 or above...but the question now is survivability. And, if you are able to survive that, either (a) you're extremely lucky, (b) the other PCs did an amazing job of protecting you, or (c) the DM softballed you. And, unfortunately, I'd be most likely to believe (c), if I saw an AR stack, and #1 was done at APL 8. What you should look into is what Intro modules are available in your region. Intros typically are playable in less than a full slot's worth of time, but do have the full XP award for an APL 2 module. I know that, in Verbobonc, we've got two "two-round" Intros that one can play in 7-8 hours, and walk out at 2nd level, well on the way to 3rd. |
| SirApropos09-26-06, 04:16 PM | I know of at least one region (Gran March) that has a 3 round Intro mod (which actually takes about 2 rounds to finish) and you can earn 1350 XP and are second level once you complete it. So you may want to check to see if there is anything like that in or near your region. |
| JJeff09-26-06, 07:12 PM | I think it is possible. I know there exist a certain Special that gives 2x XP and is only 1 round long. this mean that at APL 8, you would get 2250xp and thus 1125 due to the fact you are level 1 (3 or more levels behind). I have the AR in front of me, so, yes, I have proof. And yes, I do believe this module has not retired. |
| Greyson09-26-06, 07:56 PM | There was Mad God's Key. In late 2004 Dungeon offered that adventure for Living Greyhawk, and a character could get from 1st-level to 3rd-level (or to 2nd-level if you had a six player table). That was the only adventure I've ever seen like that in Living Greyhawk. Of course, it is long expired for play. I liked Mad God's Key. I regret buring it. I was hoping the RPGA would hook Living Greyhawk up with another Dungeon adventure. But, I'll take the adapted adventures, too. As it stands now, there is no way to get from zero XP to over one thousand in one adventure to my knowledge. Happy gaming. Don Kenneth Brown Nyrond Triad - PoC |
| paigeoliver09-26-06, 09:16 PM | I know I played both the Verbobonc "2 round" intro modules during a single 4 hour convention slot. That made for 1800 XP right there. Level 2 comes really quick due to the fact that most intro modules take far less than 4 hours to run (seems to me that most will run in two, and I once played one that took just around a half hour), it is levels 3 and 4 that take forever. I just wish my region (Dyvers) had some year 6 intro modules. All our current ones retire in a few months. |
| Sieylianna09-27-06, 08:34 AM | I know I played both the Verbobonc "2 round" intro modules during a single 4 hour convention slot. That made for 1800 XP right there. That is very much region dependent. Some regions have 2 hour intros and some have four hour intros. If the Circle continues to see comments like the above, I expect to see a crack down on intro modules. Ed |
| clik_ml09-27-06, 09:12 AM | That is very much region dependent. Some regions have 2 hour intros and some have four hour intros. If the Circle continues to see comments like the above, I expect to see a crack down on intro modules. Some mods run long some run short, especially depending upon your judges. I've finished cores in 2 hours. In verbobonc we have some judges who can run mods fast and well. I don't see a problem that needs cracking down on. |
| kenobi6509-27-06, 10:50 AM | That is very much region dependent. Some regions have 2 hour intros and some have four hour intros. If the Circle continues to see comments like the above, I expect to see a crack down on intro modules. Well, the concept of getting through both of the Verbobonc 2-rounders in 4 hours boggles my mind a bit. When we played the, we definitely weren't farting around, and it still took 7 hours or so. |
| Genghis Cohen09-27-06, 10:56 AM | I know of at least one region (Gran March) that has a 3 round Intro mod (which actually takes about 2 rounds to finish) and you can earn 1350 XP and are second level once you complete it. So you may want to check to see if there is anything like that in or near your region.Keoland also has a 3 round intro, Hide and Seek, that will probably retire by the end of this year. |
| trollbill09-27-06, 11:00 AM | Fane of the Drow is technically a single round mod, though it takes about 8-10 hours to play. If you play it at first level, you would come out 2nd even with the half XP. If you play it with a group of starting characters, though, I wouldn't expect you to come out at all. |
| SirApropos09-27-06, 02:12 PM | That is very much region dependent. Some regions have 2 hour intros and some have four hour intros. If the Circle continues to see comments like the above, I expect to see a crack down on intro modules. Ed The reason some of the Intros run short is because time is allotted in those 4 hours slots for Character Creation for new players or people new to the RPGA. So no crack down necessary. |
| kjenks09-27-06, 07:17 PM | I played an intro mod in 45 minutes. There were three fights, and all of them ended as soon as the gnome sorcerer could cast his Color Spray. The DM set 'em up, the gnome knocked 'em down. 18 Cha, Spell Focus: Illusion, +1 DC on Illusion spells from severe gnomishness. Only one creature made its Will save and it surrendered when all of its buddies -- bunched up in a nice little cone -- fell unconcious. It worked out very well, though, allowing everyone to play another mod within the 4 hour time slot at the convention. |
| celexter09-28-06, 12:57 AM | I do think it's better to work slowly up. Playing Intro modules is the safest and fastest way. How many newbies are you looking at? It is going to be difficult is you are looking at several newbies. If you play at higher APL, you need other players to protect you. Not to mention you need time for the rest to do the same, as you need four to five veterans to protect one or two newbies. And since each player can only play an adventure once, you will need several groups of different veterans to protect one or two newbies, if using the same adventure (which can actually offer enough XP), or using more adventures but needing only the same group of veterans. (I hope I make sense...) So, why not just let everyone start off as Lvl-1 and they can journey together? |
| Gwumph09-28-06, 02:23 AM | I know I played both the Verbobonc "2 round" intro modules during a single 4 hour convention slot. That made for 1800 XP right there. Level 2 comes really quick due to the fact that most intro modules take far less than 4 hours to run (seems to me that most will run in two, and I once played one that took just around a half hour), it is levels 3 and 4 that take forever. I just wish my region (Dyvers) had some year 6 intro modules. All our current ones retire in a few months. Sorry that seems time was very wrong, Are you saying you played 4 modules in 4 hours. Even if 1 module was easy the other 3 average, that seems way out of whack. |
| paigeoliver09-28-06, 07:57 AM | I played two "2-Round" Intro modules in 4 hours. Two round modules have twice as many encounters as normal modules, and thus have twice the experience and gold. The main reason intro modules usually run quickly is because the game just runs quicker with lower level characters, especially first level ones. You have few spell effects to deal with, few strange monsters, everything has less hit points. It just goes faster because of all of that. Also, other than level the one thing that truly sets how long a module takes is extremely variable from table to table, and that is how many slow players you have. During a fight if you pay close attention you will notice that some people declare and execute their turns instantly and are done in seconds, while others take several minutes at a bare minimum. The more slow players you have at a table the longer it will take you. I usually expect one (heck, one of the guys I like to play with the most is a slow player), but if you get two or three of them, or a slow gamemaster, then you are going to be there all day. If you get an entire table of fast players and a fast DM then you are going to sail through modules a lot quicker than normal. You aren't missing anything, you simply aren't spending as much time waiting. Now I did once play four modules in just about 5 hours in a hotel room at a convention. 4 fast players and one fast gamemaster. |
| echoota09-28-06, 10:02 AM | Also, other than level the one thing that truly sets how long a module takes is extremely variable from table to table, and that is how many slow players you have. During a fight if you pay close attention you will notice that some people declare and execute their turns instantly and are done in seconds, while others take several minutes at a bare minimum. Yeah, that is an important element. I come from a background with a lot of boardgaming and "downtime" is a real issue with boardgames. Because of that when initiative comes up for me I'm ready to go, tossing my to hit dice and damage dice, perhaps even my concealment dice all in one bunch. If I'm not done with my turn in under 15 seconds then something is wrong. What I love is the person who has totally spaced out when it wasn't their turn and when initaitive comes up they seem to snap back into reality. "Well, let's see here..." and begins to ponder the battlegrid to figure out a somewhat optimal move to make. Then when a decision is made they sit giggling a die in their hand waiting to figure out what their target number is to hit before rolling a d20, then after it rolls still having to consult their character sheet to figure out bonuses, then picking up a damage die and spending 10 seconds giggiling it before finally tossing, then consulting the character sheet again... auuugh! |
| celexter09-28-06, 11:01 AM | Do you mean hate or love? |
| echoota09-28-06, 11:27 AM | Do you mean hate or love? Hate, via sarcastic love. |
| solbergb09-28-06, 04:48 PM | Fane of the Drow is technically a single round mod, though it takes about 8-10 hours to play. If you play it at first level, you would come out 2nd even with the half XP. If you play it with a group of starting characters, though, I wouldn't expect you to come out at all. I feel constrained to point out that the mortality rate of armored riding dogs when I played, prepped and ran this module was astonishingly high. Given that a L1 tank is rarely better than an armored riding dog in hitpoints, armor class and even damage potential..I wouldn't recommend this module to a L1 "tank" fighter under any circumstances. A L1 backranker...yeah it can work, cause it is only APL4, if a rather long and challenging APL4. We had a level 1 gnome sorcerer do ok, although he was not as strong a contributor as anyone else and was nearly killed twice and taken out of the fight a third time after doing one useful thing. |
| Iswald10-01-06, 10:55 AM | I just wish my region (Dyvers) had some year 6 intro modules. All our current ones retire in a few months. You mean that there are a bunch of new Dyvers intros coming out in the next few months? Intros don't automatically retire after two years like other mods. |
| BEldred7410-01-06, 09:54 PM | I just wish my region (Dyvers) had some year 6 intro modules. All our current ones retire in a few months. Intro adventures do not automatically retire after 2 years of play. The Triads decide when they retire, unless they are releasing more intro adventures that will put them over the cap alloted for the region. ~Beverly |
| SgtHulka10-01-06, 10:09 PM | The funny thing is that the only Core intro module, Blood on Bright Sands, is both deadlier and longer than a typical APL 2 module for the same reward. It's essentially a two-round mod with one round's worth of xp and gold. |
| paigeoliver10-01-06, 10:15 PM | Dyvers apparently decided that all theirs retire after two years. They took down the year 4 ones when year six started and have retirement dates listed of 12/31/06 for all the current ones. Intro adventures do not automatically retire after 2 years of play. The Triads decide when they retire, unless they are releasing more intro adventures that will put them over the cap alloted for the region. ~Beverly |
| clannagh10-02-06, 06:38 AM | The fastest intro I ever Dmed took around 50 minutes. The mod in question consisted mainly of just two combats and the party in question consisted of 6 tanks who just charged everything and flattened it. |
| Lupo10-02-06, 07:23 AM | The fastest intro I ever Dmed took around 50 minutes. The mod in question consisted mainly of just two combats and the party in question consisted of 6 tanks who just charged everything and flattened it. hm, what are the players then introduced to???? i have written one intro and tried to get new players in contact with the regional flavour, some political basics, and some usefull contacts. as it was a special intro, designed to run in a half slot (for only 275 xp), it only had one combat and that combat was designed to give the characters a challenge WITHOUT automatically killing them. the foes would not kill a helpless pc or go for a kill, if both sides kept "friendly" measures. out of the nearly 20 sessions it was run (at least that is the number i am aware of), only once or twice a foe was killed, one pc was killed, and the players reached their goal about 75%. the combat was part of the adventure but the role playing part was at least equally important. ciao martin m. |