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 Post subject: crawl! 9: arwich grinder
PostPosted: Mon Mar 31, 2014 5:56 am 
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anyone run it? i like it but i get this strange vibe that it is not deadly enough for a funnel. any opinions on that?


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 Post subject: Re: crawl! 9: arwich grinder
PostPosted: Mon Mar 31, 2014 6:09 am 
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It very much depends upon how your players approach it, and how big your funnel group is. This is not a funnel in which you can easily import new characters, and there are certainly opportunities to die. The death rate was about 75% in the initial playtest.

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: crawl! 9: arwich grinder
PostPosted: Mon Mar 31, 2014 6:13 am 
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Raven_Crowking wrote:
It very much depends upon how your players approach it, and how big your funnel group is. This is not a funnel in which you can easily import new characters, and there are certainly opportunities to die. The death rate was about 75% in the initial playtest.


usually about 16. is it too much?


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 Post subject: Re: crawl! 9: arwich grinder
PostPosted: Mon Mar 31, 2014 6:42 am 
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Not at all. There are some areas where attrition can be surprisingly high.

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: crawl! 9: arwich grinder
PostPosted: Mon Mar 31, 2014 7:32 am 
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YMMV. In Prince Charming, Reanimator, I have seen near TPKs and parties survive with most of their members intact.

In AG, there are a few areas of maximum potential carnage - if you have read the module, you know which they are. The highest point, the lowest point, and the sacrifice. As befits a Lovecraftian story, though, much of what could potentially happen relies upon the curiosity of the PCs. There are at least three encounters, played poorly, that can result in a TPK. If they engage in the PVP option near the start of the scenario, half the party can be gone before they open the first door.

Even if the entire party of 16 survives (unlikely as that may be), this just means that the players have more than one potential PC to choose from. This can be good or bad. I ran Well of the Worm as a funnel, and one player consistently got another player to let her characters lead the way. At the end of the day, the first player had 3 PCs ready to level, and the second player was wiped out.

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: crawl! 9: arwich grinder
PostPosted: Tue Apr 01, 2014 10:08 am 
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Raven_Crowking wrote:
YMMV. In Prince Charming, Reanimator, I have seen near TPKs and parties survive with most of their members intact.

In AG, there are a few areas of maximum potential carnage - if you have read the module, you know which they are. The highest point, the lowest point, and the sacrifice. As befits a Lovecraftian story, though, much of what could potentially happen relies upon the curiosity of the PCs. There are at least three encounters, played poorly, that can result in a TPK. If they engage in the PVP option near the start of the scenario, half the party can be gone before they open the first door.

Even if the entire party of 16 survives (unlikely as that may be), this just means that the players have more than one potential PC to choose from. This can be good or bad. I ran Well of the Worm as a funnel, and one player consistently got another player to let her characters lead the way. At the end of the day, the first player had 3 PCs ready to level, and the second player was wiped out.


bastard :D

i like to try to flash out a little bit funnel-fodder when i play but it seems to me that there are players who are more utilitarian in their approach.


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