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Comments on Steve's Thoughts Was: RE: [HoE] My players derailing the campaign yet again
Steve wrote (with regards to the Rock Springs portion of my game's fiasco):
>Well, the opposition is supposed to go up as more and more robots get the
>idea that the party is in town. While I don't believe the module states
>exact numbers, I would have thrown some pretty substantial numbers at them.
>
>Since you said "Finally" I assume they had several battles? I hope that
>last one was pretty tough...
>
They had four battles with the combots before they found the sword, with
anywhere from three to six combots attacking them each time. Luck was with
my players, and a vast number of Aces were rolled, allowing them to cut
down the combots at an obscene rate.
>Since the point of the adventure is more to defeat the evil types than find
>Ritter's sword (which is more of a player reward + McGuffin than anything),
>I would have "guided" them towards the warehouse before letting them find
>him.
>
I agree. However, my posse has no Doomsayer, and I really didn't want them
going up against the Cult O' Doom's undead flunky with no way of
dispatching him permanently. Therefore I guided them to the sword,
figuring they'd proceed to investigate the rest of town and eventually end
up at the warehouse. Silly me...
>
>Well, since Ritter _died_ as a templar fighting them, and (I think) his
>journal entry pretty much clarifies what the robots are up to (assuming they
>found his journal at the water tower),
They never found the hidey-hole at the water tower.
<<with all these fights they've been picking for the
>blue chip, haven't they _already_ "bugged them" enough to come out of town
>after the posse?
>
>
An excellent point which I never thought of. I'll be sure to bring this up
with my players the next time we play. Thanks!
-Ralph