| Creamsteak |
I have four to six players coming over for a six hour one-shot on a weekday, none of them having played any RPGs before. I'm thinking of running a modified and cut down version of the Wormwood Mutiny as a possibility. I'd likely cut some of the days out of the initial journey, and wrap the game up with a (likely) mutiny onboard the Man's Promise. I may also cut the total named NPCs the characters see down a little, but add a little more intrigue where possible.
This is mostly a group of "fantasy fiction" enthusiast friends of mine that heard I run great games and wanted to play "D&D" despite my inquiries if they might prefer a better game for a first experience/one-shot. I think this particular adventure/path seemed likely to work for certain purposes, though it is a bit linear/railroad compared to most one-shots. I think I can wing that part though to make it more interesting as a set-piece game.
Any thoughts/opinions on this?
| hanez |
I would imagine if I was in a one shot adventure, I'd be really daring, and assume I could escape or handle the first NPCs that are aggressive to me. Unfortunately that's not the case in Wormwood Mutiny, the players really have to wait a lot and bide there time. I think this is a great adventure for a one shot, but I would do some heavy mods, and yeah, definitely get rid of a lot of the NPCs, too many distractions for players who don't need the investment in a oneshot.
| Creamsteak |
I would imagine if I was in a one shot adventure, I'd be really daring, and assume I could escape or handle the first NPCs that are aggressive to me. Unfortunately that's not the case in Wormwood Mutiny, the players really have to wait a lot and bide there time. I think this is a great adventure for a one shot, but I would do some heavy mods, and yeah, definitely get rid of a lot of the NPCs, too many distractions for players who don't need the investment in a oneshot.
I was definitely going to make it more open-ended in that department. I might still make the captain himself overwhelmingly intimidating in some way, but I'd definitely cut or downsize some of the other higher level NPCs. Having the first mate actually be the toughest guy other than the captain should flow reasonably well, while still letting the captain be the ominous mostly-background monster that puts the fear into everyone else. It's still risky, I've seen people who will challenge anything, and I can't necessarily know what to expect from players. But maybe that can act as a lesson to learn. I might have to adjust on the fly if necessity demands.