Misguided Ambitions

Discussion on the Earthdawn game line, errata, and feedback not related to playing or GMing.
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aprewett
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Misguided Ambitions

Postby aprewett » Sun Jan 22, 2012 8:36 am

Hi,
Has anybody got any info to share on running this adventure.
I am looking at starting this next Tuesday gaming night.
From the into to Event 5 there is no mention of torches as they are in a cave, so do none of the races need extra light scources?
Any help would be welcome as it will be our first look at Earthdawn.
Allan

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Flowswithdrek
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Re: Misguided Ambitions

Postby Flowswithdrek » Sun Jan 22, 2012 10:07 am

The adventure is designed to guide you through the basic concepts of Earthdawn and roleplaying so I’m guessing gear was not big on that list. You are likely to find many common items missing from your equipment lists. As with any adventure it is the job of the gamemaster to smooth over any such cracks and make the adventure as seamless as possible. You can just assume for this adventure that the characters have torches or can buy them or make them cheaply. There may be enough light getting into a cave that those characters with low light vision can see normally. Or you could have them discover the body of a previous explorer with a pack full of torches. And of course there is the magic glow moss that grows in many caves, its not perfect lighting but its enough for normal sighted people to get by and those with low light vision to see normally.

Once the characters get a chance to purchase a proper gear inventory you should encourage them to buy plenty, and if not then make them suffer the consequences. But I wouldn’t do this for a beginning group.

Slimcreeper
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Re: Misguided Ambitions

Postby Slimcreeper » Sun Jan 22, 2012 10:55 am

The ork and elf can see in the dark. The windling and human Nethermancer can use astral sight in a pinch. The T'skrang doesn't have anything. However, based on the description, the cave doesn't seem too deep, and the bottom is lit with torches. If the characters think to bring torches, let them feel smart. If they don't make it so they can see the light from bottom of the cave. Have a shaft of blood-red light from the setting sun shoot straight down the cave gaping mouth.

Or just give them torches, I guess. Whatever moves the story.

arma
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Re: Misguided Ambitions

Postby arma » Sun Jan 22, 2012 12:35 pm

If you're already familiar with the rules, you'll find this a bit short. It's designed in a way that you get to know the rules, world, and characters, and play the adventure, all in one evening. So any of these you already did will shorten the whole deal. And getting to know the game takes some precedence over other aspects, such as fleshing out every detail.

Oh, and there's torches in event 5, see the italic text.
Best kaer anywhere.

aprewett
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Re: Misguided Ambitions

Postby aprewett » Sun Jan 22, 2012 7:33 pm

Thanks all.


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