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(3 replies, posted in LotFP Gaming Forum)

Thanks! I'll populate the crypts with a few stragglers, and of course sounds will attract the others. Then they'll have to decide how badly they want to get further into the crypts.

The decision to run away down the mountain was actually a 50/50 split, the others wanted to run to the cabin. Then someone pointed out that's exactly what the people do in horror movies only to die terrible deaths.

Now stop answering my questions and get CARCOSA to the printers!

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(3 replies, posted in LotFP Gaming Forum)

***** SPOILER ALERT ******
If you are planning on playing DFD, don't read this. I'll try to be vague, but I'm looking for very specific help here.
****************

What happened:

So I just ran DFD for my players after carefully prepping things to mesh the background into my campaign as best I could.

Once they get up the to graveyard, they decide to figure out where the sound is coming from. So after a while, they find the source. Which they promptly pour oil on and drop a torch (note for others - a grate should have holes smaller than a torch). As soon as they figure out things are going south, they hightail it off down the ridge, find a rocky area off the trail and cast an illusion that makes them look a part of the mountain.

Then then hunker down and wait for things things to pass. I blame my being a bit flustered at having to make this part up on the fly, that I forget about some barriers that would slow those below down for at least 24 hours or more - instead they get out too.

So I left it so eventually everything clears out. They then head to the cabin and are suitably freaked out by things inside. Finally make their way down the (smashed open) trap door. They are now at the foot of the trapdoor and can see the far door has been opened.

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So - here's what's bothering me. The key tension of the module that I've waited so patiently for is gone - oh well stuff happens. But does anyone have any suggestions I could use other than just let them explore 'as-is'?

Anyway, still a great module. I have no idea how they're going to get down the mountain alive.

@mutiemoe

Actually, I've found that because there is 30-years plus of RPG history, when you bring new players together they can have wildly divergent expectations of the game. You need to understand their perspective, and communicate yours, and through play achieve the style of game you want. So you do totally have to reward players if you want them to play the way you want.

For example, several of my players have only really played computer RPGS, so they ignore all treasure they obtain and 'hand-wave' the wealth.This is because all computer RPGs are 'monty-haul' with their treasure allocation. Drives me nuts, especially since we have rotated one of these players into the DM role at the moment. When I get back to DMing, I'm going to take some of their existing magic items and make them the focus of some plots (ie. previous owner has tracked it down, ancient curse activates, etc.). That should hopefully get them paying attention to items they find in the future.

Sure they're grown-ups and will play along, but they want to have fun too, and as DM you should do what you find fun and figure out a way to make it fun for them too. As another example, several players enjoy RP in some of the towns and inns we've frequented, but one player was really only interested in combat (4e in this case) and was obviously bored stiff when not fighting. The (new) DM ignored this for two RP-heavy sessions and as a result the player left. Now some may view this as a good thing, but I really see it as a failure. So perhaps engaging the player in the RP and rewarding him with something he could use in his next combat would have started to change his perspective. Now instead we've lost someone who had been with the campaign for a year.

I'm posting this 7 months after the thread was written, so I might be a bit late to the party.

First let me say that your Death Frost Doom is a brilliant module. I can't wait to run this, as well as incorporate the design principals you demonstrated in my own stuff. I especially love how the nastier events are preceded by less dangerous effects - if the players fail to learn that doing action 'a' leads to bad things, then they deserve what comes to them if they do action 'a' again, and again, and again. You've really shown me how to design things that penalize the players for poor play without being 'gotcha!' traps. Consider me a fan and plan to now pick up all your other publications.

Anyway, small suggestion for any future revision. (Trying to not give spoilers). I think there a lack of clarity on p.9 in room I, where the text reads 'and an open door behind the altar to the right of the ... (location 22).'

When I read that, I pictured looking head-on at the altar with a door to the right of the altar - but it is referring to the SW corner of the room, which is to the left of the altar when viewed head-on.

What I think you meant is 'and an open door behind the altar to the ....'s right (location 22).' That would refer to the SW corner independent of how I visualize it in my head.