Post by WxMAN on Mar 28, 2018 11:47:37 GMT -6
I would like this thread to be a place where everyone can give some suggestions or feedback as they see fit - and I can discuss things from my side of the screen to get some ideas as to what I could have done differently or better.
Session 41.
This was a real tough one for me. It was a pure combat but had a big slow down in the middle where I kept you guys "in combat" despite (seemingly) no reason. Given we now have 6 PCs, I've had to scrap the module's encounter load out (and the encounter in Varnhold was unconnected to the plot and sucked). It was 4x Lurkers in Light, 6x Grimstalkers, and 1x Svartalfar. They are all intelligent and wise enemies who had several hours to prepare for you (though they had longer than that as you'll soon find out). One (now) obvious mistake I made was not naming the Svartalfar, though that would have made him more deadly... and... he was deadly enough as we... found out
Below is a reasoning for why I kept you in combat and things I'd like some feedback on:
I'm unsure if I handled it right or what the right way to do things were....
Finally, I will say that there is something very satisfying and "real" about rolling out in the open. While it does have its negatives, having Casimir die trying to protect Tess and Melikova only to die and have Tess keep his saving grace in her pocket then killing the Svartalfar in revenge was such an organic - and good - moment. I feel that had the players of felt there was some GM fiddling going on, the moment would have been less impactful and makes the combats more tense.
Session 41.
This was a real tough one for me. It was a pure combat but had a big slow down in the middle where I kept you guys "in combat" despite (seemingly) no reason. Given we now have 6 PCs, I've had to scrap the module's encounter load out (and the encounter in Varnhold was unconnected to the plot and sucked). It was 4x Lurkers in Light, 6x Grimstalkers, and 1x Svartalfar. They are all intelligent and wise enemies who had several hours to prepare for you (though they had longer than that as you'll soon find out). One (now) obvious mistake I made was not naming the Svartalfar, though that would have made him more deadly... and... he was deadly enough as we... found out
Below is a reasoning for why I kept you in combat and things I'd like some feedback on:
- After realizing that someone(s) had the ability to pierce the lurkers in light invisibility, they stayed back, hoping to pick you guys off one by one if you split up.
If I drop the combat and someone says "I go check out the buildings" - now what? Do I let them get hit hard by 2 lurkers? Do I ask if they leave the Tess boundary and thus tipping the hand? - what if someone says they go up to the main tower - do they trigger the trap - how did they approach? If I ask them, it gives away there is a reason know, and thus inherently influence everyone's actions. If I don't ask, and assume they trigger the trap it can feel "unfair" or open an argument that the PC didn't go the way I assumed and would have avoided the trap - letting everyone now know there is a trap and the PC's "defeating" the trap through what is essentially metagaming.
- Do I restart combat orders when you breach the main tower, telling you that there will be combat in this tower as opposed to anywhere?
- In the main tower, the Darkstalkers/Svartalfar had set an ambush after being warned you were headed that way from a lurker. I could have started the combat once the first enemy was found. Though this would still have the same potential issues from 1-3.
I'm unsure if I handled it right or what the right way to do things were....
Finally, I will say that there is something very satisfying and "real" about rolling out in the open. While it does have its negatives, having Casimir die trying to protect Tess and Melikova only to die and have Tess keep his saving grace in her pocket then killing the Svartalfar in revenge was such an organic - and good - moment. I feel that had the players of felt there was some GM fiddling going on, the moment would have been less impactful and makes the combats more tense.