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