TEW Hedge Maze Math - Does it work OK? (SPOILERS)

By r_b_bergstrom, in WFRP Gamemasters

For those of you who've already run the Hedge Maze sequence in the new The Enemy Within:

  • Does the math of it work out okay?
  • Did your heroes save lives in the nick of time, resolve it too fast and easy, or never have a chance?
  • Did you have to house-rule anything to make it work?

As written, it's a 12-turn progress tracker, the key NPC has an "easily distracted" trait, and characters with answer for the fatigue can make a lot of manoeuvres per turn. The math on the tracker doesn't look so hot to me, but I'd be curious to hear how it turned out in play.

I find that most progress trackers in WFRP are longer than I'd like, so I'm wary of it. Both trackers on the Arson scene were long enough for a party of 4 to focus on one at a time but still solve both problems in succession. I've run fights using the Chaos and Clan Eshin Assassin group sheets, and both times the relevant counters on those sheets didn't get even half way before the battles were over. I'm of course OK with the PCs winning / saving the day, but I want there to be at least a little dramatic tension.

One of our PCs has Intelligence 5 + a Fortune Die and Observation Trained. Another PC has the "X marks the spot" blessing, and the scenario notes give them a map. I imagine they'll do a remarkable job tracking and spotting.

I'm running the Day 8 party in tommorrow's session, so last-minute warnings and advice would be very helpful.

You can read in my play report thread and I believe in the GM thread some thooughts on this. I found the progress tracker not so useful and used it mostly as a "guide" to the action, having things develop as felt natural.

Same here. I /made/ things happen when it was appropriate to keep up the action rather than randomly use the progress tracker.

I ended up cancelling the session because of needing to take a cat to an emergency (really disgusting but not life-threatening) vet visit.

So I've got another week to consider if I want to alter the numbers, or just ad-lib off the most basic structure of the tracker as you guys did. I really like having the progress meters so that success or failure is totally up to the PC's actions and abilities, not simply left to GM fiat. When the trackers are 8 to 12 spaces long and only move one step towards disaster per turn, though, that's effectively a snail-paced auto-win for a group of 4 PCs. No tension, no drama, just a lot of filler.