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Old 05-29-2018, 05:54 AM   #4
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: 'Smell A Rat', Advice or help please? Anyone who has run it?

Quote:
Originally Posted by Qoltar View Post
1) Who has run the Adventure before?

2) What is the best way to pace it to fit 3 or 4 hours?

3) What habits or crutches I had as a GURPS GM that I don't need when I run Dungeon Fantasy?
I've run it with new players. It took us a few sessions, but we were not pushing very hard. In addition to the other excellent suggestions so far, I would do the following:
  1. Cut the smuggler's room (area 4). It's not essential to the plot.
  2. Have some boards crossing the sewer tunnel from area 2 to 3a. This makes the concealed door obvious, but reduces the chance that the delvers will get sidetracked in the sewers. If they do move down the sewer tunnels, be ready to steer them back on track.
  3. Be ready to cut other encounters depending on the group's pace. Good candidates might be the zombies in area 7, one or more of the cells (9-11), the testing area (14), and/or any wandering encounters on the way down the blasted passage (15).

Finally, I don't know how things customarily work at your store event, but I recommend using sample characters that you either create yourself or pull from Delvers to Go or this forum. This allows you to plan ahead for the abilities that the delvers are likely to have.
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