Katana1515
2014-10-23, 03:22 AM
My regular group has taken a bit of a leave of absence from RPGs at the moment (work, uni, all those trivial things). Yet I have had the good fortune to run into a few old friends who happened to be looking for their first ever RPG to take part in.
So while I would (humbly) call myself fairly experienced as a DM (and GM of a fair number of other systems). I have a couple of new issues with this game in particular.
1. all but 1 of my players are new to the game, as opposed to my usual group who are all optimising munchkins (and god I love them for it). As a result of my usual companions my baseline difficulty setting for a 'worthwhile encounter' tends to be .... somewhat more extreme than normal? So thats something I am gonna need to find a way to keep a lid on.
2. I am working full time at the moment, and I already joint GM a Roll20 game for my beloved aforementioned munchkins (D20 Star Wars if anyone’s curious). So I am looking for a way to reduce the workload involved in running the game.
The best answer to this question seems to be using an adventure path, pre-balanced encounters that hopefully wont have too high a ratio of PC deaths, and a ready to go story that’s flexible enough to allow the players to experience the advantages a tabletop RPG has over PC games (namely the ability to get away from the rail tracks). My main problem that I would like you wiser folks to resolve (yikes it took me a long time to get around to that) is that i have 0% experience running prewritten adventures.
So I would like recommendations for good adventures for a party anywhere between levels 1 - 6, preferably with a guide to how I can get hold of it in a costly manner.
Also I would like your experiences of running pre written adventures compared to your own material. what’s the pitfalls that I have to avoid? how flexible can I be with a story without it falling apart at the seams?
Thanks for all replies in advance! (and my apologies for the wall of text XD )
So while I would (humbly) call myself fairly experienced as a DM (and GM of a fair number of other systems). I have a couple of new issues with this game in particular.
1. all but 1 of my players are new to the game, as opposed to my usual group who are all optimising munchkins (and god I love them for it). As a result of my usual companions my baseline difficulty setting for a 'worthwhile encounter' tends to be .... somewhat more extreme than normal? So thats something I am gonna need to find a way to keep a lid on.
2. I am working full time at the moment, and I already joint GM a Roll20 game for my beloved aforementioned munchkins (D20 Star Wars if anyone’s curious). So I am looking for a way to reduce the workload involved in running the game.
The best answer to this question seems to be using an adventure path, pre-balanced encounters that hopefully wont have too high a ratio of PC deaths, and a ready to go story that’s flexible enough to allow the players to experience the advantages a tabletop RPG has over PC games (namely the ability to get away from the rail tracks). My main problem that I would like you wiser folks to resolve (yikes it took me a long time to get around to that) is that i have 0% experience running prewritten adventures.
So I would like recommendations for good adventures for a party anywhere between levels 1 - 6, preferably with a guide to how I can get hold of it in a costly manner.
Also I would like your experiences of running pre written adventures compared to your own material. what’s the pitfalls that I have to avoid? how flexible can I be with a story without it falling apart at the seams?
Thanks for all replies in advance! (and my apologies for the wall of text XD )