
adamcboyd |
I know there is a general rule for bumping things up a CR if I have, let's say, 5-6 players. However, due to location and timing, tomorrow I will only have two out of the four players for tomorrows night of gaming. One of which who has only GMd (so he says)and one is an excited and enthusiastic new-to-RPG's guy.
My question is: is there a super easy/quick way to adjust the encounters and monsters so we can all still get the full scope of the story instead of "OK..it says two wolves so I will just put 1 in" or "I will just half the hit points". Any advice would be great and thanks ahead of time!
I am just want to give them the best experience possible.
You guys are the best.
Adam

Wolfwaker RPG Superstar 2013 Top 8 |

Looking for a good way to do this also since I have been running games for my 2 boys. It helps when 1 has a companion. In general I reduce the number of opponents but reducing HP might be a good idea as well. You could also give them a support NPC like a cleric or a bard, or a friendly mentor who shows up to rescue them when they get in over their heads (Ben Kenobi). I haven't read the whole hero points rules but I will probably give them a limited number of rerolls next time.

adamcboyd |
I want to try to avoid putting in a babysitter because I always feel like it can say to them "You aren't good enough and I have to hold your hand" and I like to avoid anything that can possibly be construed negatively.
I love empowering my players to help suck them into the game and so they get the false sense that they are actually running the game when we both know module are, at the heart of them, linear stories that require the PC's to follow a pretty set path.
I am looking at the dog's and might take a pointer from the fact that they flee if reduced to 2HP. Perhaps I can add some personality to the baddies and find creative ways that they react when damaged to make them do similar actions.
Like:
- have the brawlers be so drunk they start fighting each other in a drunken haze if the PC's wiff enough
- have a baddie get intimidated if he sees a caster PC starting a dazzling spell (liked attribute permitting)
- so on
I mean, I will obviously fudge the dice a little if it is make or break but that is GM 101. First and foremost I want them to have fun and if they don't get a sense of victory or progression then what is the point?