Is there a nice intro adventure? I hate learning the rules and writing adventures on the fly at the same time. I found an higher level adventure but I don't want to have to scale it down while Im learning the ropes either....Thoughts?
Intro Adventure?
Isn't that adventure for advanced characters?
4 minutes ago, Bibbles said:Isn't that adventure for advanced characters?
Yes. Hopefully some clever sods will start sharing some.
For sake of reference: The characters pregenerated for playing it at GenCon all have Starting Experience + 100 XP.
how easy was it at gencon? I could imagine them beefing up the characters to account for the fact that the players were generally not familiar with the system
The Gencon characters all had an extra 100XP of progression added to them, so they’re pretty beefy. New characters would most likely struggle with the final encounter if they faced it as written.
Anyone know how to balance an encounter? I don't need an ongoing campaign but I do find an intro adventure while I am learning the ropes is key to a good start. There also isn't much of a monster manual in there.
41 minutes ago, Bibbles said:Anyone know how to balance an encounter? I don't need an ongoing campaign but I do find an intro adventure while I am learning the ropes is key to a good start. There also isn't much of a monster manual in there.
Have you read the core rule book? Pages 131–133 give a breakdown on difficulty of an encounter based on enemy composition. And pages 202–203 deal with making adversaries and what you should expect them to have.
Just got through it last night. I was getting worried....Im going to try and rung the DND classic adventure Treasure Island using this system. It was a 0-1 lvl adventure with lots of cool fun to be had. Mostly humans and low level humanoids....I might just use the bandits stats for everything until I get the hang of things and can takes some bigger risks. Whats everyone else running?
I’m actually trying to come up with some kind of conversion of Secret of Bone Hill/Assassin’s Knot to start my campaign.... will probably post some progress here and there
2 hours ago, TCArknight said:I’m actually trying to come up with some kind of conversion of Secret of Bone Hill/Assassin’s Knot to start my campaign.... will probably post some progress here and there
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Did they ever release modules 3, 4, and/or 5?
Yes, they all are.
L3 PDF is available over on WOTC Dungeon Master’s Guild Store.
And at Dragonfoot.Org there is (for free):
- L4 Devilspawn
- L4C Lendore Isles Companion
- L5 Map Pack
- L5A The Kroten Campaign Guide
- L5B The Kroten Adventures
- L5C The Kroten Campaign Companion
Thank you for getting me looking.
I think the L4C and L5 (all) will be perfect... once I download and peruse them.
Any word on a ready to go starter adventure for Realms of Terrinoth?
@Bibbles , this is pretty much all you're going to get from FFG. They don't do too many adventures.
On 4/20/2018 at 5:07 PM, saethone said:
That sucks. A high level adventure to start??? EVERY RPG should come with a short intro adventure just to get the GM and players rolling. I don't want to on the fly convert or create something while explaining rules to the players. It also helps cement the rules and how its intended to be played for one and all..
I worked this up not long ago. It’s based on another adventure I read about some years ago and enjoyed.
I originally wrote up to introduce my wife to Genesys as a single player adventure, but it can be used with more than one PC with minor tweaks.
Edited by tafattel
I'm new to the gm'ing side of the table so this gives me a thought- as well as working on my Terrinoth campaign and a couple of Descent player-created adventure conversions for Genesys thanks to the players that made them letting me do this, I'm thinking - would a tutorial adventure be an idea, something deliberately written to help people try out and get a hang of the Genesys system? It might work better for this than a campaign that is a case of working out how to use the system for the campaign as it would be written from a 'what do people need to do to get a flavour of and a grasp on Genesys' perspective, so effectively created the other way round?
And if it's a good idea what ground do you think it should cover in terms of the most important things to 'tutor' for both sides of the table (gm/player)?
Might be up for making something of this nature.
The DicePool Podcast has a wonderful resource called the Episodic Beats chart which really helps organize an adventure into a good story format. They go over it in Episode 9 of their podcast.. I used it for the adventure I posted above and it was quite helpful.
Id like a short adventure that has a sampling of each of the mini games in this RPG ( Skill check, oppose skill check, combat, social combat...etc)
Sorry I hate to reply to my own thought but has anyone maybe gone through and listed all the separate mini games/mechanics? ( Skill check, opposed skill check, combat, social combat, c rafting, spell casting, piloting, purchasing.) At least with that I can more easily convert an adventure.
Is there an open enough licence with this game that fans are going to be able to fill the gaps. For me, the perpetual GM, I prefer a system that's well backed with adventures rather than splat books with more and more rules.....
Edited by Bibbles