![]() ![]() I'm excited about that, but it is quite a contrast from the separate AL modules which tend to be (by necessity) pretty railroady. I can also see how creating the kind of guiding document I wanted would be pretty difficult with TOA. Adding difficulty is (for me) a lot easier than reducing it. Since they will be starting at level 5 (barring a TPK at the end of Siege of Parnast), I think I won't have to ratchet encounters down, at least not at first. ![]() Having done so, I'm feeling more confident about being able to run it at our table, without too much extra work. Thanks to being in a campaign on D&D Beyond where the DM turned on content sharing and she (or someone) has TOA, I've been able to read through parts of it. I thought I'd follow up for those who might be in a similar boat. I found a little bit of info in the DDAL Dungeon Master's Guide, but more clarity would be appreciated since:Ī) I will probably use "A Great Upheaval" (aka chapter 1 of SKT) to try and get the regulars up to level 5 so we can move to tier 2 adventures (especially if we are continuing with SKT modules)ī) I and at least one of my players has an interest in getting to Chult eventually. I'd still like some input on my original questions, though. If I stick with the separate 2-4 hour mods, my best best is probably to continue with the SKT modules, and just ignore the chronology problems that creates. Season 6 (TfYP) only has 3 AL mods (aside from the hardback), one at each of the first 3 tiers.I am decidedly NOT into horror or vampires, so COS (which does have more 2 hour mods) is out for me.There are very few 2 hour mods prior to season 4, so running a consistent storyline over time is hard.Previous Seasons are earlier in the timeline (especially an issue with TOD since there are references to it's end in SKT AL mods).I could, and I may decide I have to go that route, but there are several issues with doing my so: We have a max of 3 hours per session, but once you allow for gathering at the front end and takedown at the back end, it's more like 2 to 2-1/2 hours of play time per session, and while there are a number of regulars, the composition of the group does vary from week to week. We are almost done with the tier 1 modules, it sounds like trying to run the tier 2 modules would create timeline issues, so I'm looking at moving to another season, but after season 5, there aren't enough AL modules on DMsGuild to last us very long. I've been running an AL style (though not official AL) game at our local library, working with season 5 (SKT) tier one modules. Here are (at least some) of my questions in that regard:ġ) How does one split the hardcover adventures up into 2 or 4 hour sessions, allowing for different party configurations with each session?Ģ) Is there an equivalent to the "adjustment" sidebars in the AL modules that help DMs adjust encounters depending on the number and level of the party members?ģ) Are there story awards, downtime awards, and per character XP awards as in the AL modules? So, as I understand it, both season 6 (TfYP) and season 7 (TOA) of AL league play depend heavily on the published (hardcover) adventures to fill out the season, in contrast to earlier seasons when the adventures were "parallel" to the hardcover adventures. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |