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Post by Deleted on Jul 4, 2010 10:52:27 GMT -6
(I'm cross posting this on a few forums so I apologize in advance for the duplication if you see it more than once...)
So now that I have my White Boxed S&W (courtesy of Brave Halfling) and my Judges Guild Ready Ref Sheets are on the way, it's time to start outlining a WB/ODD game.
I've been reading various blogs and message boards for a little over a year and I know there's been some great advice about adventures for 1st level characters but I seem to be able to remember two bits:
1. Hirelings. Hirelings. Hirelings. This is a mainstay of WB/ODD wether they be meat shields, trap detectors, etc.
2. Undead, especially skeletons. It's a long wait for clerics to get that first spell @ 2nd level. Turning undead gives them a purpose unique to them in the meantime.
I know there has been more great tips, but I just can't recall them. So anyone care to throw a few out there?
Thanks in advance, --Aaron the Akfu
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Post by tombowings on Jul 4, 2010 11:07:45 GMT -6
Here's one use all the time, last night in fact.
If there's something inconsistent in your world and the players catch on to it. Just smile and say, "that's unusual, isn't it?"--just turn it into another adventure hook.
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Post by Ynas Midgard on Jul 12, 2010 8:38:18 GMT -6
I try to use as many interesting environments as I can. For example: - altar of long-forgotten god/demon; - strange statue (trapped, animated, intelligent, etc); - pool of magical water; - some tricky trap; - bandits and rival adventurers. And yes, henchmen and undead are good
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