|
Post by dkjm74 on Apr 26, 2024 12:35:38 GMT
I, and my Dice Goblin assistant, have run a couple of Live Play along events with the classic FF books now. So far we've done 'Warlock of Firetop Mountain' and ' House of Hell' (You can see and FB post about the last one if you follow that link). Though we had a blast with both - the labyrinth in the later part of WoFTM was a massive drag and we got into a bit coming out of the cellars and into the kitchen in HoH where no despite going back to our book marked 'Save Points' we just died what ever we did. We've planning on doing another one in May and I have the following books available to me at the moemnt - Forest of Doom City of Thieves Deathtrap Dungeon Caverns of the Snow Witch My question is - which of those do you think best suits a live play? In other words which is most forgiving if you stray? Also any specific tips for any of them of things to really hard steer a group around so they don't crash and burn too early. I don't mind the sessions ending in the group dying tbh, and I'll be running a 'Three lives' with rewinds system so they can screw up a bit.
|
|
|
Post by CharlesX on Apr 26, 2024 12:57:03 GMT
I, and my Dice Goblin assistant, have run a couple of Live Play along events with the classic FF books now. So far we've done 'Warlock of Firetop Mountain' and ' House of Hell' (You can see and FB post about the last one if you follow that link). Though we had a blast with both - the labyrinth in the later part of WoFTM was a massive drag and we got into a bit coming out of the cellars and into the kitchen in HoH where no despite going back to our book marked 'Save Points' we just died what ever we did. We've planning on doing another one in May and I have the following books available to me at the moemnt - Forest of Doom City of Thieves Deathtrap Dungeon Caverns of the Snow Witch My question is - which of those do you think best suits a live play? In other words which is most forgiving if you stray? Also any specific tips for any of them of things to really hard steer a group around so they don't crash and burn too early. I don't mind the sessions ending in the group dying tbh, and I'll be running a 'Three lives' with rewinds system so they can screw up a bit. Forest Of Doom because the others are very linear (that is, your adventurers probably won't take the ridiculously narrow true path with little to no clues and die). Forest Of Doom is not-so-linear in that you'll have the chance to restart. You could even give them a +1\+2 bonus* against the archers on the try back if you are playing with young people\'people who don't appreciate tough Livingstone adventures'. Forest Of Doom doesn't alter dialogue or encounter if you re-encounter people after dodging the archers to return, you might want to bear in mind this is the 2nd+ encounter (possibly scope for amusing dialogue, or at least original dialogue). City Of Thieves and Deathtrap Dungeon are well-written but require a narrow path that doesn't lend itself that well to group play. Caverns of The Snow Witch doesn't allow for that much choice, light conversation and encounters, or colour, and it too has a narrow path, so I'd steer clear of that. To steer a group around I'd try to give them hints and second chances that aren't in the text without explicitly telling the group "you want to change your mind". As I've hinted above you could also tweak things to make things slightly easier (e.g. a few more gold, like 1d6, for Yaztromo).
|
|
|
Post by pip on Apr 27, 2024 9:39:32 GMT
I know it's not one of the books you mentioned, but for a future event, I'd recommend Secrets of Salamonis because it's really open-ended, and would lend itself well to group discussions about what to do next. It's probably the FF book that's closest to an actual RPG session.
|
|