psyclonejack
Mongoose
Well, as a GM that will be running the Drow Wars Campaign. I have just begun reading book 2. I found the plot in book 1 to be very sound, alot of the players movements while linear will not be forced. There is some very fast paced sections, followed by a slowing do what you want period, only to have the players be placed in the thick of things again. This I find very nice. It allows a GM to covert the module/campaign to fit the players. It gives the GM areas that he can toy with separated by areas that need no work at all. Big thanks Mongoose, job well done!
Now, as a GM that will be running the Campaign. I have some thoughts and would like to ask those that find themselves running the Drow Wars Camp, as well as other roleplayers in general.
Skills. Do you find that your players just do not have enough? I was noticing the large number of skills needed to even have a chance of succeeding and getting the backstory/clues of what is going on. Nearly every skill will be used several times from what I have seen. Now if the party has a STANDARD rogue, a cleric, and a wizard. They will more than likely be able to catch a good chunk of the backstory/clue. And take the punishment when they don't. However, in todays world of specializations, most parties I have run, or been a part of, do not go with broad base skill selection. They pick certain skills and thats all they pump. Going by the limitations of cross-class skills and number of skill points per level, some characters are simply left out in the cold.
I am toying with the idea of granting players the "All skills are class skills ability" or the "All skills cost 1 point, but the caps still apply to cross class." Another idea is simply granting them an additional +2 or +4 skill points per level. That way they can still get the "main character skills" and still have some leftover passing knowledge of other areas.
CAN anyone see any pitfalls in doing any of these and which would you suggest?
Now, as a GM that will be running the Campaign. I have some thoughts and would like to ask those that find themselves running the Drow Wars Camp, as well as other roleplayers in general.
Skills. Do you find that your players just do not have enough? I was noticing the large number of skills needed to even have a chance of succeeding and getting the backstory/clues of what is going on. Nearly every skill will be used several times from what I have seen. Now if the party has a STANDARD rogue, a cleric, and a wizard. They will more than likely be able to catch a good chunk of the backstory/clue. And take the punishment when they don't. However, in todays world of specializations, most parties I have run, or been a part of, do not go with broad base skill selection. They pick certain skills and thats all they pump. Going by the limitations of cross-class skills and number of skill points per level, some characters are simply left out in the cold.
I am toying with the idea of granting players the "All skills are class skills ability" or the "All skills cost 1 point, but the caps still apply to cross class." Another idea is simply granting them an additional +2 or +4 skill points per level. That way they can still get the "main character skills" and still have some leftover passing knowledge of other areas.
CAN anyone see any pitfalls in doing any of these and which would you suggest?