Started a funnel for my work buddies but was unprepared!
Posted: Sat Feb 01, 2014 12:01 pm
Basically over the past couple of days me and three other friends I work with started chatting about playing a game over our lunch break. Ive run DCC a couple of times with my family over the holidays and really felt it was a great fit for our limited time over lunch. Fast character creation and the modules arent too long. Could be played over a week of 1 hour breaks. Sounds good on paper. Well when it came to actually playing I forgot that I left my modules at my sister in laws house so I was hosed. All was not lost I still have my Fire Wizard copy of the rule book and a couple of the level 2 modules.(Fates Fell Hand and the Emerald Enchanter) Im a old hand at running games so I figured I would just look online for a free adventure and get them to level 2.
I started to feel bad because one of the players never played a tabletop RPG before and my other buddy has only played a couple of times and I didnt have anything ready. The night before our first session I found a promising module called Castle of the Mad Archmage. It was basically a mega dungeon that I thought would make for some good funneling fun. The only problem was I didnt really flesh anything out. I started them in a generic village and picked out a couple of key items to find in the pre-made dungeon as objectives and sent them into the meat grinder. The only hook I had was the village they were all in had ongoing problems of missing people and family heirlooms that everyone suspected ended up in this castle. After this I pretty much tossed em in the underground castle. I didnt want them to spend anytime in the village appropriately named Hopeless because I didnt have anything prepared in it. I know I probably should have spent a couple of days working on it but I thought why not just use some DungeonMaster magic and roll with the punches.
The first session went well enough. There was only one casualty when a scythe trap killed a curious players 0 level character. It was a devious Orc trap that had a chain that said pull me in Orcish and hilarity ensued. The first cog in my ill laid plans was the dungeon itself had too many different paths right at the entrance.When the veteran player of the group decided his four man party was best equipped to go off on there own the other noobie players followed in suit. He has played enough games that I think he figured the group was holding him back. He took his 2 brother Halflings(a beggar and a money lender), gambler and guard off on there own way. He then split the two humans away from the halflings and got gas trapped for there efforts. Lucky for him it wasnt poison just sleep. So by the end of my first session the three players split there three groups and had no interaction with each other.
The second session seen much more blood shed when the newest player of the group got his party into a scrap with a group of 8 kobolds. I thought back and forth if I should tone down the dungeon due to the fact that the party split up. I then went with my gut instinct of well there going to learn the was DCC plays the hard way. In the first brutal encounter of the game 4 kobolds were slain while 2 of the players PCs went down. I felt a little bad because his favorite of the the group a elf glass blower was killed after he made an amazing 1 shot critical kill on a Kobold. It was the first attack the player had made in a RPG game and it was a critical kill! I think he is a lifer now... After two of his pcs went down in one turn he ran back to the start in a great chase seen. The player who lost a pc to a trap the previous day was playing much more cautious in this session but also encountered another group of Kobolds. The was this adventure was laid out was alot of the encounters have a random amount of monsters and my dice have not been kind. It had been max monsters and max damage so far. The veteran player lost two pcs on the second day as well. One of his humans to a needle trap and one of his halflings to a ghoul encounter. It was 2 halflings vs the ghoul and one of he brothers was gutted. It would have been both if the other brother wasnt a hearty 4 hp beggar!
After two days of adventuring 5 0 levels have bit it and the funnel is working fine. I think the players are heading back to regroup with each other but lessons have been learned for sure. Anyway my question is how would you handle this next? Do I let them continue on in the mega dungeon after they reach level one or two? What reasons do they have other than old fashioned dungeon crawling. If I wanted to move onto one of the modules I have what are some good hooks to get them out of the dungeon? Is there anyway to really get them invested in dungeon. I really didnt even use the Mad Archmage as a hook. Im fine by letting them continue as far as they want to go into it but any advice would be helpful. There current objectives are to return some lost items and find a lost elf girl. I figure when they get back to town I will have some story for them to get into but i have never run just a mega dungeon so im kinda intrigued with it as of now.
Sorry for the stream of consciousness but I got some free time over the weekend and wanted to flesh some ideas out. Ive been lazy as a DM over the past couple of years using ready made modules so this kinda took me off guard. Yours thoughts are much appreciated
I started to feel bad because one of the players never played a tabletop RPG before and my other buddy has only played a couple of times and I didnt have anything ready. The night before our first session I found a promising module called Castle of the Mad Archmage. It was basically a mega dungeon that I thought would make for some good funneling fun. The only problem was I didnt really flesh anything out. I started them in a generic village and picked out a couple of key items to find in the pre-made dungeon as objectives and sent them into the meat grinder. The only hook I had was the village they were all in had ongoing problems of missing people and family heirlooms that everyone suspected ended up in this castle. After this I pretty much tossed em in the underground castle. I didnt want them to spend anytime in the village appropriately named Hopeless because I didnt have anything prepared in it. I know I probably should have spent a couple of days working on it but I thought why not just use some DungeonMaster magic and roll with the punches.
The first session went well enough. There was only one casualty when a scythe trap killed a curious players 0 level character. It was a devious Orc trap that had a chain that said pull me in Orcish and hilarity ensued. The first cog in my ill laid plans was the dungeon itself had too many different paths right at the entrance.When the veteran player of the group decided his four man party was best equipped to go off on there own the other noobie players followed in suit. He has played enough games that I think he figured the group was holding him back. He took his 2 brother Halflings(a beggar and a money lender), gambler and guard off on there own way. He then split the two humans away from the halflings and got gas trapped for there efforts. Lucky for him it wasnt poison just sleep. So by the end of my first session the three players split there three groups and had no interaction with each other.
The second session seen much more blood shed when the newest player of the group got his party into a scrap with a group of 8 kobolds. I thought back and forth if I should tone down the dungeon due to the fact that the party split up. I then went with my gut instinct of well there going to learn the was DCC plays the hard way. In the first brutal encounter of the game 4 kobolds were slain while 2 of the players PCs went down. I felt a little bad because his favorite of the the group a elf glass blower was killed after he made an amazing 1 shot critical kill on a Kobold. It was the first attack the player had made in a RPG game and it was a critical kill! I think he is a lifer now... After two of his pcs went down in one turn he ran back to the start in a great chase seen. The player who lost a pc to a trap the previous day was playing much more cautious in this session but also encountered another group of Kobolds. The was this adventure was laid out was alot of the encounters have a random amount of monsters and my dice have not been kind. It had been max monsters and max damage so far. The veteran player lost two pcs on the second day as well. One of his humans to a needle trap and one of his halflings to a ghoul encounter. It was 2 halflings vs the ghoul and one of he brothers was gutted. It would have been both if the other brother wasnt a hearty 4 hp beggar!
After two days of adventuring 5 0 levels have bit it and the funnel is working fine. I think the players are heading back to regroup with each other but lessons have been learned for sure. Anyway my question is how would you handle this next? Do I let them continue on in the mega dungeon after they reach level one or two? What reasons do they have other than old fashioned dungeon crawling. If I wanted to move onto one of the modules I have what are some good hooks to get them out of the dungeon? Is there anyway to really get them invested in dungeon. I really didnt even use the Mad Archmage as a hook. Im fine by letting them continue as far as they want to go into it but any advice would be helpful. There current objectives are to return some lost items and find a lost elf girl. I figure when they get back to town I will have some story for them to get into but i have never run just a mega dungeon so im kinda intrigued with it as of now.
Sorry for the stream of consciousness but I got some free time over the weekend and wanted to flesh some ideas out. Ive been lazy as a DM over the past couple of years using ready made modules so this kinda took me off guard. Yours thoughts are much appreciated