Last Thursday's D&D game went a bit better, IMHO.
I did manage to at least start out with some description (though I lost it quickly as we went into combat). This helped set the mood a bit, and I noticed that people were speaking in character much more than usual.
The combat itself was pretty fun. The barbarian bugbear managed to impress them with how much damage it was able to soak up. They still ended up taking almost no damage that they couldn't heal the next day, but at least they got scratched. (Note to self: if having only one encounter per game day, the EL needs to be a couple of levels above the party to be interesting.)
Unfortunately, I don't seem yet to have created an atmosphere of urgency. In particular, the party is currently going through a prolonged and tedious process of figuring out how to transport their mounts across the shattered bridge, despite the fact that they've concluded that the Duke they're trying to rescue is in trouble.
I guess I'll try to remind them of the urgency when they recap next, and warn them that this may not be a prudent use of their time. And if they don't make it in time... well, it seems like a waste of a good duke, but I'd do it to make a point.
I did manage to at least start out with some description (though I lost it quickly as we went into combat). This helped set the mood a bit, and I noticed that people were speaking in character much more than usual.
The combat itself was pretty fun. The barbarian bugbear managed to impress them with how much damage it was able to soak up. They still ended up taking almost no damage that they couldn't heal the next day, but at least they got scratched. (Note to self: if having only one encounter per game day, the EL needs to be a couple of levels above the party to be interesting.)
Unfortunately, I don't seem yet to have created an atmosphere of urgency. In particular, the party is currently going through a prolonged and tedious process of figuring out how to transport their mounts across the shattered bridge, despite the fact that they've concluded that the Duke they're trying to rescue is in trouble.
I guess I'll try to remind them of the urgency when they recap next, and warn them that this may not be a prudent use of their time. And if they don't make it in time... well, it seems like a waste of a good duke, but I'd do it to make a point.
urgency
Date: 2002-07-16 05:42 am (UTC)Or maybe I'm just being dim.
Re: urgency
Date: 2002-07-16 10:51 am (UTC)One bit of information: Kevin persuaded me that over the course of a day, the speed of a horse is not much different than that of an equivalently-encumbered human. So the "three times as fast" is changed from what D&D says. I'm sorry if that was not clear.
I also realize that there hasn't been evidence that you're getting near to the Duke. Perhaps I'll change the ring to give some sense of proximity as well. Thanks for bringing that to my attention.
Re: urgency
Date: 2002-07-16 11:06 am (UTC)Ah. I did not realize this. I have no clue whether it's accurate (I don't know much about horses), but that's not that important. Pity we didn't realize the horses weren't buying us much speed when we left the capital, or we could have left them there. The drinks in that tavern must have been stronger than we thought, to cause us to not think of this. :-)
Perhaps I'll change the ring to give some sense of proximity as well.
That, or if we're close enough, it ought to be possible to triangulate an approximate position. Due to geography we have not been proceeding in a straight line toward the target; has the signal changed?
Re: urgency
Date: 2002-07-16 11:28 am (UTC)Re: urgency
Date: 2002-07-16 11:35 am (UTC)Re: urgency
Date: 2002-07-16 11:02 am (UTC)