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> New Adventures?, Need advice for levels 1-6
The Neon Tiger
Posted: Jul 1 2004, 12:44 AM
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i am about to start running a WoT campaign thats supposed to take the players from level 1 to level 6. it seems like its going to be a lot of fun. its the normal WotC campaign. any suggestions for running this?

also, once we finish it, does anyone know of any more adventures that should take them beyond 6th level? i havent been able to find any.

thanks in advance.
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Sharn Penndroen
Posted: Jul 1 2004, 01:01 AM
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Suggestions: have fun and try to keep it as true to the WoT setting feel as possible. Don't throw around ter'angreal and stuff like candy. Remember that it isn't DnD. You'll have a blast.

Adventures: Try some of the ones at the Call of the Horn website.


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bmtc
Posted: Jul 2 2004, 05:40 PM
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As Someone who has run it, I do have some advice for you.

Read it over, and over, and over again. Generally the chapters are independent of each other, but not always, and there is sometimes a guy that shouldn't die, etc.

There are also a lot of typos and a lot of spots where either it is not entirely true to the wheel of time world, something is missing or what they do have doesn't make sense. Don't get me wrong, it is an awesome campaign, but it looks like it was published before they finished proof reading it.

Read it all the way through at first, read each chapter again before you play it, and read the things that they might be coming across, at the very least.

Make sure that if they mention a character, and you think the pc's might fight it that it is detailed in the back. (this happened to me a couple of times...)

Also, think ahead about what your characters might do and how you can nudge them in the right direction. (After all, you have the script, not them, and they want to feel like they have free will... aren't I horrible? many of my players think they have free will over their characters and decide everything, when i am usually manipulating them in a certain direction)

Be prepared, though, for something to go horribly wrong. Maybe they don't take a waygate, maybe they kill a major npc... maybe they decide to split up just as the big boss battle is supposed to occur...

be prepared to adapt


Okay, that's my advice. Once again, I am incredibly verbose.
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drothgery
Posted: Jul 2 2004, 09:18 PM
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Well, I got my PCs through a heavily tweaked Act I in my online game, so now we're off to totally ignore chapter two while the initiates earn their shawls and such...

Most of the adventure is reasonably workable in concept (though the challenge level of some encounters vs. the level you're supposed to be is seriously out of whack at times). But I just didn't like the second chapter, and I want to have my PCs free of their minder in the future.


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