Hi All,
This is my first time running FotN and I'd like any feedback other Norns have on my campaign. It's a work in progress, obviously, but if you have any suggestions please let me know. The campaign and map can be found here (https://drive.google.com/open?id=1c5JhR ... UbutmJeakf)
and here (https://drive.google.com/open?id=1DfkB9 ... S-D2PEK29Y). I will attach them to the post is someone will enable file attachments for me
Feedback on Saga
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No cyber-bullying, no racism, no spam! Keep discussions civil and respectful or you will be banned!
No cyber-bullying, no racism, no spam! Keep discussions civil and respectful or you will be banned!
- Panjumanju
- Posts: 58
- Joined: Fri Aug 17, 2018 10:38 am
Re: Feedback on Saga
Hey jstomel,
That's a great setup! I love things that complicate PCs' lives in interesting ways, like, how would they get all those cattle back, anyway?
However, I'd say you wrote too much and it's going to be hard to reference quickly while you're running. That's some thick text to read your players. I'd limit that to no more than 3 lines at a time, and in-between give them opportunities to respond or poke holes in the situation.
Similarly, when you want a skill check to happen I wouldn't suggest putting the actual rune symbol on a chart, just use, for example:
Omens / Portents
1 = "Blah blah blah"
2 = "Blah blah blah"
3+ = "Blah blah blah"
Less is more. Your players, like all players, are probably going to run amok, so you want to make sure your preparation time is well-spent. If you keep it punchy it will be easier to reference. For instance, if you want to do any kind of random events, I'd do them by colour rather than rune. Like:
Red = There's a storm coming
Blue = The skies are clear
Green = The rain has already begun
That's just what I'd do. Also - and I say this to anybody wanting to GM FotN - use the Swarm rules in Denizens of the North to deal with multiple enemies. They make life easier.
Good luck!
//Panjumanju
That's a great setup! I love things that complicate PCs' lives in interesting ways, like, how would they get all those cattle back, anyway?
However, I'd say you wrote too much and it's going to be hard to reference quickly while you're running. That's some thick text to read your players. I'd limit that to no more than 3 lines at a time, and in-between give them opportunities to respond or poke holes in the situation.
Similarly, when you want a skill check to happen I wouldn't suggest putting the actual rune symbol on a chart, just use, for example:
Omens / Portents
1 = "Blah blah blah"
2 = "Blah blah blah"
3+ = "Blah blah blah"
Less is more. Your players, like all players, are probably going to run amok, so you want to make sure your preparation time is well-spent. If you keep it punchy it will be easier to reference. For instance, if you want to do any kind of random events, I'd do them by colour rather than rune. Like:
Red = There's a storm coming
Blue = The skies are clear
Green = The rain has already begun
That's just what I'd do. Also - and I say this to anybody wanting to GM FotN - use the Swarm rules in Denizens of the North to deal with multiple enemies. They make life easier.
Good luck!
//Panjumanju
--
"What strength!! But don't forget there are many guys like you all over the world."
"What strength!! But don't forget there are many guys like you all over the world."
Re: Feedback on Saga
@Panjumanju
Thanks for the feedback! I'll take it into consideration. The big text blocks are mostly for introducing important locations and people and establishing the tone of the game. I think of them as cutscenes in a video game. If used sparingly, I think it can really help people get an idea of what the world is like (all my players are new to FotN). Obviously, most of the dialogue and action is more spontaneous. I don't think I'm going to try hooking specific pieces of gossip to runes again, that ended up being cumbersome.
Thanks for the feedback! I'll take it into consideration. The big text blocks are mostly for introducing important locations and people and establishing the tone of the game. I think of them as cutscenes in a video game. If used sparingly, I think it can really help people get an idea of what the world is like (all my players are new to FotN). Obviously, most of the dialogue and action is more spontaneous. I don't think I'm going to try hooking specific pieces of gossip to runes again, that ended up being cumbersome.