GM Abraham |
How much time should I allow for running the different parts of Eyes of the Ten? I'm not the fastest GM and I really want to be sure that the players can enjoy the whole experience without feeling rushed. We are about to schedule our session for part 1 (which is a double scenario) and it looks like our window will be 1pm to midnight (as a hard stop). Is that enough time? My instinct is no, but would like to hear from people who have run it. Thanks!
Belafon |
It varies wildly depending on how much role-playing your players get into and for certain fights whether or not they have an appropriate counter for the main “effect” or have to use more creative - but slower - alternatives.
I would budget a full day for Part 1 (10-12 hours). Part 2 fights have far fewer moving parts and 4-5 hours is a good estimate. Part 3 again has a lot of intricate fights and can take 5-6. Part 4 is 6-7 hours.
These are for games with a decent amount of roleplaying. You can certainly push them through faster if necessary, but that’s the amount I would budget.
pauljathome |
We had 4 hour slots (perforce, due to venue) so we just decided that things would take as long as they took.
At least twice we ended a scenario in the middle of the session, took a short break, and started the next.
So the GM had to have the next one prepared and the players had to have made most of their purchase decisions and level up decisions before the session (players were told how much money they'd likely earn).
I think the whole thing took 6 sessions (24 hours or so)
andreww |
Related question: the group looks like it will be 5 or possibly 6, but no real healing capacity. Possibly no divine caster at all. Otherwise it seems pretty balanced though there’s still some uncertainty about who is bringing what. Any thoughts about this?
If they are even moderately competent it is likely to be a cake walk. Eyes was written for four players and there is no scope to increase the challenge if you have more.
Given it is season 1/2 the opposition is often rather lacking. There are a couple of encounters in the entire run which remain potentially challenging but that fades very fast as you add more players.
You also need to be careful in your prep. Some of the rules issues in there (particularly part 1) are stright up wrong.
Gary Bush |
Related question: the group looks like it will be 5 or possibly 6, but no real healing capacity. Possibly no divine caster at all. Otherwise it seems pretty balanced though there’s still some uncertainty about who is bringing what. Any thoughts about this?
I played with a party of 4 and GMed a party of 5. My run was a challenge with 4. The 5 person party didn't have too much problems.
Part of the reason is all the option used now than when the scenario was written.
Belafon |
The Secondary Success Conditions document describes how to award PP for the series. Up to two points for Part 1.
Which can be found here.
One thing I like to do for Eyes is to still pass out the faction missions for all four parts (if you have enough time). If you read the document and scenarios, you'll see why.
Ferious Thune |
Leveling after the second part makes a difference, too. It was originally for 4 12th level characters the whole way through. I played it with a group of 6, and by part 3 our wizard having 7th level spells trivialized a few things on top of the general overpowered nature of the group. Still a great series, though, and highly recommended.