Feedback/suggestions for CORM1-2?

Post/Author/DateTimePost
#1

corwynn

Feb 13, 2009 13:56:49
I'm about to run CORM1-2 Gangs of Wheloon, and it looks like a great scenario!

But I don't have any first hand knowledge yet.

  • How was it in practice?
  • What seemed to work well?
  • Are there any parts to tweak? Any suggestions that I should consider before I run this?

Thanks!
#2

jeffv

Feb 13, 2009 14:46:39
We had a lot of fun playing this module. I ran it as part of our New Years' Eve game day. I think the best part about it is...
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...the way it's compartmentalized and can go in so many different directions. Our table decided to take control of their gang, then go ally themselves with a couple of other gangs before moving on. Our table was mostly roleplayers, but a table of rollplayers could easily try to take on another gang and wind up battling a dragon - and I've heard of people doing just that.
#3

kenobi65

Feb 13, 2009 14:49:50
Some advice on setting up the map / tiles:

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The battle map of the town square is VERY complicated, the most complicated I've seen so far in LFR. Spend some time either pre-drawing it (if you're using a battle mat) or laying out the tiles ahead of time (if you're using tiles). And, since the first and last combat take place in the same place, don't erase your work...it'll save time if you can just go right back to the map.
#4

dkay807

Feb 13, 2009 15:03:13
I'm about to run CORM1-2 Gangs of Wheloon, and it looks like a great scenario!

But I don't have any first hand knowledge yet.

  • How was it in practice?
  • What seemed to work well?
  • Are there any parts to tweak? Any suggestions that I should consider before I run this?

Thanks!

I have run the module twice and played it twice. I think it's one of the best LFR modules written so far. Here's my advice (only if you feel you are a strong DM):

Read the module carefully cover to cover. Develop a strong level of comfort with the scene that Andrew is trying to set and the various flows of events that he is trying to achieve.

When it comes down to actually start running the module, put the damn thing aside. Go with what the players are doing and use your understanding of the module to unravel the story based on what they're doing/trying to do. It works out much better that way. Don't even look at the module if you can help it (or look at it for reminders and names and whatnot).
#5

Mirtek

Feb 13, 2009 16:46:08
and it looks like a great scenario!

IMO it is a great scenario, IMO it's actually the best scenario I have so far encountered in LFR. Howevere this also brings a few problems:
  • How was it in practice?
  • What seemed to work well?
  • Are there any parts to tweak?

First of all I have to say that I had a great time playing this module. I absolutely love the scenario and could easily imagine to play a whole campaign from lvl 1-20 in Wheloon (1-5 new arrival, 5-10 work yourself through the ranks of your gang, 10-20 as heads of your gang become the uncontested crimelords of Wheelon, 21+ finally break the shield aroud Wheloon and let the king know that it's once again a free city of Cormyr and that you and your pals are henceforth to be accepted as regular nobility of Cormyr).

But that's also the problem: The scenario is just to great for a standard 4-5h LRF timeslot. We did a lot, we had a lot of fun but we felt that we had barely scratched the surface of what we could have done.
#6

Lilinthra

Feb 15, 2009 14:49:09
I've run it once and played it once. Make sure to take kenob65i's advice in mind if playing F2F; it greatly helps in setup.

There are lots of directions this one can play out, so keep the options in mind and work with the players' imaginations.
#7

Uthrac

Feb 16, 2009 7:30:05
If you can schedule extra time for you play-slot, by all means do so!

This mod is great for letting the PCs control the flow of the adventure. If you can remove the 4-hour real-time restriction, you can create a very free-flowing adventure.