![]() You don’t meet them until it feels you’ve explored a bit, gotten a bit scraped up, and advanced just a bit too far for an easy retreat. I followed the pattern that LOFP’s “Death Frost Doom” and Zombie Elves (a 2012 1-pg dungeon) use, which is to tuck the monsters away for a bit. I deliberately didn’t want a linear adventure, so I created a fairly connected space (a ruined cloistered monastery) that the players could wander around in. The adventure I went in with worked well with it, I think. It felt tense, and tentative, like exploring a ruin should feel. The choices felt meaningful right from inventory layout, and the players always had plenty to worry about, even if they were just poking around. I went in with a sketch, worrying that it was going to feel too bare, but the mechanics leapt up and filled the void. We made characters in the first hour, and then played for four, finishing off with a slightly rushed town phase (which the players were too beaten up to do much with, as it happens).įrom the GM’s perspective, it was almost like the game ran itself. This is just fragmentary - but wow, that was fun. Rather than say much about it now, I’ll just quote the email to Luke and Thor I penned after playing, back in 2012. ![]() This one is special to me, since it’s the adventure I used for my very first Torchbearer playtest.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |