
Jadeviper |
Also, these AP's are not simple modules and really should be read at least a couple of times before you run them. that way you can make notes on what is in the room and or any changes you have made. That way you don't run into the problem that Gorbacz mentioned above.
Also, you need to be aware of the over all story and scope of the AP, its a campaign not just a module. I have run several of these and I tend to completely prep the first book before the game begins, that way I can be working on the next book of the AP while running the first. It is important to realize where the players are heading, as GM you need to keep a more longitudinal view of the campaign.
Another reason I like to stay one book ahead is that after running several of these AP's some of them are, imho, horridly stingy with loot, while others are very generous, so you can adjust as needed, I don't usually take a way loot, more times than not I add helpful items.
I don't like to force players to have the "perfect adventuring group"; i.e. Fighter, Mage, Cleric, and Rogue. I want players to play what is fun for them. Currently I am running Legacy of Fire and I have Monk, Rogue, Druid, Ranger, and Witch. None of the casters are dedicated healers so I am adding curing wands and things of the like to the mix of treasure even though so far Legacy of Fire has been pretty generous on loot.
All of the things I mention above are in a small notebook one of those that secretaries use to take notes and kept with the AP.
Anyway, that is my suggestion, happy gaming.
Mike