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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