|Richard Pett Contributor|
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I've enjoyed reading the first two modules and have players salivating at the idea of me running these adventures. Which means I'll have to adjust it anyway since most of my players all seem these days to have a desire to buy the same modules I do. From what I'm reading here I might prime my own variant trap for my group, unless I get one of my old players back(There away after joining the Marines). They almost literally fell into every trap obvious or otherwise in -EVERY- game I ran. (and more than once almost killing the group in the process)
And that's the beauty of these boards and the wonderful clever folk who come here; there's always suggestions and room for variations, for those groups who don't like to run out of the box. So please post up how you do it Michael and how it runs so other GMs can see. It's also interesting from a writing point of view to see different takes, I've many times seen GMs bring their version of adventures here and thought what cool ideas they were.