| Post/Author/DateTime | Post |
|---|---|
| RhennyRhennyOct 04, 2014 22:35:53 | We just finished our 9th session, and we are enjoying our games greatly.
This entry also marks my 100th blog entry so I'm kind of pumped about that.
I'm changing a few little things in the adventure, but for the most part I'm using it as its written. Now that the PCs are 4th level, the players are starting to feel very comfortable with them so they are beginning to take more risks and try out more ideas.
If you want to read more about the previous games (or other campaigns I run or play in) feel free to jump over to my blog space.
http://community.wizards.com/user/1497701/blog
******* 100. Rhenny's Ghosts of Dragonspear Castle Campaign for 5e - Session 8 Submitted by Rhenny 13 minutes ago |
| #2OrwellianHaggisOct 05, 2014 7:15:15 | Another good read, Rhenny. More please! |
| #3LeugrenOct 05, 2014 8:07:38 | I really enjoy all of your posts, Rhenny. Thanks for sharing. |
| #4RhennyOct 05, 2014 10:30:38 | Thanks guys.
I really recommend that every DM (or a player in the group) write up each game into some sort of summary after the game (even if it is just bullet points/notes). It helps so much keeping the continuity of the games, especially if games are 2 or 3 weeks apart.
I've been doing this for 5 years now, and it is always nice to be able to go back and revisit old games. This is especially true for homebrew campaigns because sometimes I forget what seeds I've planted or how the players handled past encounters. When I look back, I can tie together future exploits with past victories or failures.
Oh, also, if anyone is going to run this adventure, it seems as if the level requirements are a little off (at least for my group). This part of the adventure is supposed to be for 5th level PCs. I'm finding it better for 4th. The 3rd part of the series says it is for 6th - 7th level PCs, but I'm probably going to go for 5th and 6th instead.
For me it is always easier to hold back on the monsters attacks or give inspiration to help PCs overcome some obstacles than to have to ramp up the encounters if the PCs aren't being challenged.
Actually, I think giving out inspiration has actually inspired my players to try more interesting stunts (like the monk jumping up to the summoning circle and hitting the chains, and the rogue climbing up on to the fallen summoning circle to hack at another chain).
I also loved how the cleric player took off his armor and swam ahead to help the group. If he had gone into the gargoyle room without armor it would have been pretty ugly. The players really liked how the cleric without armor added to the encounter and made them think and play differently.
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| #5LeugrenOct 05, 2014 16:54:07 | Out of curiosity, are you running most of your games with a grid and minis, or are you playing a "Theatre of the Mind" style of game. I ran my last LMOP session using TotM, and while I personally found it quite liberating, one of my players hated it, and insisted that we go back to using a grid. His biggest qualms were that TotM negated many of the tactical aspects of the game which he enjoys the most, and that he had no idea where everyone was standing at any point during the combat. My own perspectives were that:
1) We got through a hell of a lot more of the adventure than we would have if I had to stop every few minutes to draw maps and position minis.
2) Each combat was a part of the story, as opposed to a length digression from the story in order to play a different game more akin to chess than an RPG. With TotM, combat was just another natural extension to the collective narrative, relying entirely on the DM and on the players to describe the setting and the action. Player and DM descriptions of what the characters were doing became a lot more evocative as a consequence. |
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| #7LeugrenOct 05, 2014 16:52:43 |
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| (Reply to #7)Rhenny |
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| #9LeugrenOct 06, 2014 5:40:43 |
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