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Re: Comments on Steve's Thoughts Was: RE: [HoE] My players derailing thecampaign 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.
>
Send more. Send lots more. The factory is supposed to be ready to unleash
_thousands_ of robots across the landscape in the next month.
But yeah, open-ended damage rolls can suck sometimes, can't they? ;)
> >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...
>
Probably time for some creative scenario-writing Introduce a second
Doomsayer and another group of mutants who attack them on the street. Or
have Mathias (sic) drop a Nuke or two on them from a distance, and have him
scurry off to the factory. They don't sound like the kind of group that
would leave that kind of thing unavenged (or is that unrevenged?)...
> >
> >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.
>
>
I can see that. It's not very well-referenced in the written adventure even
if the party obligingly follows the storyline, and I think Burke is the one
who mentions it. Since you said earlier they didn't talk much to Burke, I
can see why. You could move the journal onto Ritter's body, but it doesn't
sound like they'd have noticed it, or paid it much mind if they did read it.
><<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!
>
Just remember that the bad guy is supposed to be producing an "army" of
robots. A good rule of thumb is if the party didn't have much trouble with
the last group of combots (or anything), increase the bad guys' numbers by
150% and repeat as necessary. ;) You might feel a bit shy about doing
this, but obviously they're not having trouble with 3-6 combots. It's your
job as Marshal to make the adventure challenging for them. Go to town on
'em. :)
>-Ralph
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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