Topic: I've gone stark raving mad! Help with Stargazer please...

I don't know what came over me but I volunteered to run LotFP: Weird RPG at my local game store!

I haven't run a game for complete strangers for what must be about 18 years and I'm crapping myself...

I'm almost certainly going to use Tower of the Stargazer and there could be as many as 8 players.

Can someone throw me a bone? Any tips to ease through a session of Stargazer would be greatly appreciated.

It's not the years, it's the mileage.

Re: I've gone stark raving mad! Help with Stargazer please...

Make pregens. With backups. smile

Re: I've gone stark raving mad! Help with Stargazer please...

Extra pregens are always a good idea.

Read the adventure through at least two of times just to make sure you as DM know it well before the game, I actually always try do this no matter how clearly and helpfully written the adventure would be. Obvious advice but I am not too proud to say that I have run modules half-cocked and results have been to say not quite optimal.

Re: I've gone stark raving mad! Help with Stargazer please...

Groovy.

If I'm doing pregens should I add a retainer or two?

It's not the years, it's the mileage.

Re: I've gone stark raving mad! Help with Stargazer please...

Retainers don't need full character sheets.

Assume all average stats, level 0. Just keep track of their encumbrance (PCs have to buy all their adventuring equipment!) and Loyalty, and check that every time the PCs order the retainer to do something that they don't want to do. "Touch the weird statue, Herbert. Go on. We'll wait here in the doorway." That sort of thing.

Re: I've gone stark raving mad! Help with Stargazer please...

Right-oh.

A gaggle of Herberts coming right up.

It's not the years, it's the mileage.

Re: I've gone stark raving mad! Help with Stargazer please...

Recently I ran Tower for my gaming group, when our usual GM couldn't make it.  Here are my recommendations, based on what I did and should have done:

1. Make up pregenerated characters.  (Duh.)  I rolled up stats for one of each class, plus an extra Fighter and Specialist, using a computer, and let players choose which they wanted; perhaps that was overkill.  Work out everything for each character you create, including equipment.  I failed to do so, which caused the start of the session to drag, and which resulted in at least one person buying nine dogs.

2. Read the adventure carefully, and reread it.  I botched a couple of descriptions, and ended up having to draw diagrams just to clarify previous descriptions.  Reread how the wizard reacts to the party, especially; think Saruman, not crazed Mafioso.

3. Be prepared for the party to short-circuit the adventure, especially if they're experienced players.  Our party found the right trapdoor and got their big payday fairly early on.  The players decided to explore the rest of the tower afterward, since the night was young.

4. Afterward, one of my players complained bitterly and long about instant-death traps (despite only one death, and not his), and the "lack of advancement" in basic attack bonus as non-fighters level up.  I suspect it's just his issue, but still, set expectations up front.  Anyone may die at any time.  The Tower is not fair.  Characters must depend on each others' specialties to make it through, especially given LotFP's niche enforcement.

EDIT: Oh yeah, I only had three players so each ran two characters.  It more-or-less worked OK.  Alternatively, you could run NPC fighters, with 10s in all stats.

Last edited by fmitchell (2010-09-24 06:08:54)

Frank Mitchell
"The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread." -- Anatole France

Re: I've gone stark raving mad! Help with Stargazer please...

Thanks very much for the tips - I'll take those on board for sure.

If I was running this for my regular group, there would be no issue with the rules but there may be with a bunch of randoms...

I plan to leave it as cruel and unforgiving as written but give the guys a headsup before we start!

It's not the years, it's the mileage.

Re: I've gone stark raving mad! Help with Stargazer please...

hogscape wrote:

I plan to leave it as cruel and unforgiving as written but give the guys a headsup before we start!

I think the front door is all the heads up anyone needs. big_smile Assuming they reach the door without getting struck by lightning first.

Re: I've gone stark raving mad! Help with Stargazer please...

The one issue I have with Save-or-Die effects is when they come out-of-the-blue completely. I had the same problem with early editions of D&D too.

What I did to mitigate this problem is to give the PCs an opportunity to pick up on the "this thing could kill me right out". For example, at the front door of the tower, I'd make the dead thief dead as a result of being bitten by the door. The tower is already not a pleasant climb out of the box. And only a couple of lightning strikes should be sufficient to telegraph to the players that "hey, if you climb this thing, you're not gonna make it".

But having the dead thief be a victim of the doors serves another purpose, it gives the PCs a potential clue-in that the door is fatal.

Now, if the PCs just pass on by the dead guy without checking out the situation, they deserve what they get. And they'll get a heads-up of a different sort altogether. I don't believe in coddling players or holding their hands through something. But if something is going to be insta-fatal, I like to be able to present it as such without flat out telling the players "hey, this thing over here can kill you".

But the players that just go bumbling through a dungeon with no regard to their own safety... yeah, they'll be rolling new PCs all night.

Re: I've gone stark raving mad! Help with Stargazer please...

Really, that door is intended to kill a PC first off. I'm not expecting many to be wary about the front door.

... and I think the dead guy wouldn't have been much of a master thief if he got bit by the doorknob. smile

Re: I've gone stark raving mad! Help with Stargazer please...

I don't think my group would have done as well without that front door. They were on their toes from that moment on, and figured out the main puzzle to get the treasure by themselves. That door was a wonderful aid to their concentration...

Re: I've gone stark raving mad! Help with Stargazer please...

Totally agree - the front door is awesome.  My group tried it twice!  But it was the halfling both times, and the saves were made.  Good time, good times.

Re: I've gone stark raving mad! Help with Stargazer please...

JimLotFP wrote:

Really, that door is intended to kill a PC first off. I'm not expecting many to be wary about the front door.

... and I think the dead guy wouldn't have been much of a master thief if he got bit by the doorknob. smile

I get that it is. And I understand the reasoning behind it.

But I'm not a fan of "gotcha" deathtraps. And this one hits me as one of those.

Making Lorenzo fall prey to a trap that the PCs very likely may have fallen prey to makes him no more or less a master thief than having him fall off the tower as written. Master Thief! But clumsy...

Besides, if the PCs are being reckless, then they won't check the body. Trap gets one of them out of the gate. If they do, there's still a chance they won't put two-and-two together.

Either way, I feel it communicates the message that "this tower will kill you if you don't pay attention" as opposed to "random stuff will come up and kill you". I'm more comfortable in the former than the latter.

Re: I've gone stark raving mad! Help with Stargazer please...

smathis wrote:

Master Thief! But clumsy...

On the roof when the it retracted...