Where to start? [Archive] - Wizards Community

Post/Author/DateTimePost
tylerthehobo

10-16-05, 01:57 PM
I'm going to be DMing a game at a FLCS/FLGS on Game Day, and there's discussion of coming back once a month or so to run an RPGA-sanctioned game there. If we wanted to do Living Greyhawk, what Living Greyhawk mod would you recommend starting with? I'm in the Kingdom of Keoland, for what it's worth, but I'm fine with running Core mods.

Ostensibly, this would get underway in December. I know that some mods are being retired, so I figured I'd ask what a good mod to start with would be, around then. (Wow, my grammar is off today...)
kenobi65

10-16-05, 03:30 PM
Since you're OK with running Cores, "Shedding Scales" (and its sequel, "Clipping Wings") are both very entertaining modules, and can be run as low as APL2.

"Shedding Scales" retires at the end of this year, so I'd suggest starting with that one, so you can get it done before it retires. "Clipping Wings" will be available through 2006.
tylerthehobo

10-16-05, 08:45 PM
Really dumb question - I've run RPGA-sanctioned games before, but we've always started at APL 1. How would you start at APL 2? Have the players just pregen 2nd level characters, or start at level 1, and just not accure any in-system activity for the characters until the APL2 module was run (After 1 level of "out-of-system" activity)?

Also, any other good starting point modules?
King Kashue

10-16-05, 09:35 PM
Really dumb question - I've run RPGA-sanctioned games before, but we've always started at APL 1. How would you start at APL 2? Have the players just pregen 2nd level characters, or start at level 1, and just not accure any in-system activity for the characters until the APL2 module was run (After 1 level of "out-of-system" activity)?

Also, any other good starting point modules?



No, all Greyhawk characters start brand new, 0xp...However, Living Greyhawk modules are tiered, so the same module can be run for a number of different levels, and it's determined by the Average Player Level (APL). A table of 4 or 5, all 1st level characters is APL 1, and thus would play the module using the info for APL 2.

As for starting points, most regions have "intro" modules that are specifically designed for (and only playable by) 1st level characters...A "normal" APL 2 is designed to account for players of levels up to 4th, so the Intro modules are actually a good thing...
kenobi65

10-17-05, 01:41 AM
Yeah, you can *only* play a LG PC in LG adventures; you can't gain XP for playing them in non-LG stuff.

PCs don't need to be exactly the level of the APL to play in that APL; LG modules are only tiered for even-numbered APLs, anyway (APL2, 4, 6, etc.) If the actual APL at the table is odd, the players can choose to "play up" at the next-higher APL for the module, or "play down" at the next lower APL -- so, if the APL at the table is 3, they could play the APL2 version of the module, or the APL4 version.

A table of all first-level PCs would have to play the APL2 version of the module, since they can only "play up" (there's no APL0 version of a module). And, by the APL calculation rules, a full table of 6 1st-levels has an APL of 2 anyway, since the 6th PC adds 1 to the Average Party Level.

As King Kashue notes, Intro adventures are a nice entree into the campaign, partially because they're really written for 1st level PCs (and thus are a little easier), partially because they tend to be short (the ones I've seen are usually playable in about 2 hours, but give the full APL2's worth of GP and XP), and partially because they often give nice introductory information for the region (Intros are always Regional modules).
tylerthehobo

10-17-05, 01:31 PM
Thanks for all your help, folks.

If anyone is in Keoland who has feedback about getting started in Keoland, feel free to drop me a PM.

As always, thanks for the advice and insight.
kenobi65

10-17-05, 01:41 PM
You might want to join the Keoland Yahoo Group ( http://games.groups.yahoo.com/group/keoland/ ) and post your question there, too. It seems to be the standard now for each region to have one of these groups, and they're a lot more focused on issues relating to that region than this general board can be.

Oh, and the Keoland triad web site is:
http://keoland.living-greyhawk.com/
smerwin29

10-17-05, 03:22 PM
Thanks for all your help, folks.

If anyone is in Keoland who has feedback about getting started in Keoland, feel free to drop me a PM.

As always, thanks for the advice and insight.

Other than joining the Keoland Yahoo group, as described above, I strongly suggest looking for local groups that are playing LG. Unless you are from a remote area of NY/NJ/PA, you can usually find someone nearby willing to run games for you or help you out.

In terms of specific Keoland modules, it is usually a great idea to start with intro mods. I would start with Hool Goes There, which will give you a good intro into a Keoish plot. Then play Hide and Seek, which is actually a three-round intro module that can be played in about 5-6 hours. This will give the players enough XPs to make them 2nd level, and possibly close to 3rd. With the players at 2nd level, then they are more likely to fare better in those APL 2 mods. I'll give a nod to "Shedding Scales" and "Clipping Wings" as well, but I am biased . . .

Feel free to contact me offlist if you have any questions about Keoland. I know a little about it.

Shawn
(former Keoland Triad)
Samwise

10-18-05, 01:27 PM
The critical thing to remember is that in Keoland there are no undead. :P
Also, Vecna is a naughty word, and will get you burnt at the stake. (If any NPCs are left after fleeing from you in terror of course.)

But the most critical thing is - all Triad members become more evil after they retire. :D


Sam
(Just ask Shawn. :cool: )
smerwin29

10-19-05, 12:06 PM
But the most critical thing is - all Triad members become more evil after they retire. :D

It's very evil of you to say that. Thus proving your own point.

Shawn
tylerthehobo

11-06-05, 03:21 PM
Thanks, folks. I joined the Keoland group. I will probably just start with ordering some Core mods to get things off the ground, and take it from there. If anyone has further recommendations of Cores or Regional (Keoland) mods to run, please PM me. We'll be starting at ECL1.
ogdnd

11-08-05, 08:55 AM
I'm going to be DMing a game at a FLCS/FLGS on Game Day, and there's discussion of coming back once a month or so to run an RPGA-sanctioned game there. If we wanted to do Living Greyhawk, what Living Greyhawk mod would you recommend starting with? I'm in the Kingdom of Keoland, for what it's worth, but I'm fine with running Core mods.

If you could level your players fast enough, I would aim for "A Last Dance at Midnight" before the year end. IIRC, it starts at APL4, and it's the best mod that I have seen in LG.

To get you there, however...."Runaway Bride" (KEOI3-04), "Hool Goes There?" (KEOI4-02), "Crystal Caverns of the Cairn Hills (Core 4-05, 2 round), "Duke of the Dust" (Core 4-06), "Shedding Scales" (Core 4-02) are really good year 4- mods. All except the two intros retire soon.

Michael
redgamer

11-09-05, 11:39 PM
If you want to level characters quickly Hide and Seek can be played in one night and gives xp of a 3 round mod. You'll find disagrement on the best mod. I thought those in the previous list where good but I wouldn't place them in the top 5 ever-some of them make the top 10 or so. Try to find out what type of mods you're players want.