I recently started a campaign for 5 players (eek!) and thought id start posting the missions i use, for people to hopefully take away some ideas and add new ones.
week 1: very simply, i used ‘deliver the mail’ from the book. it gives lots of opportunity for further stories with the various mice and raven, so it seemed a good start. the only changes i made were to add in an extra pathfinder check to get there, factoring in a downturn in the weather.
results: the group decided to ignore martin, and convinced loretta to go with them back to lockhaven with their checks.
week 2: escort the grain cart to port sumac
first obstacle was to make their way to darkwater, a fairly routine pathfinder check.
the second part i gave them the choice or two or three ways to proceed. next was obtaining a boat to get across the lake, the team opted for disassembling their cart and using their carpentry and boatcrafting to make their own. they then opted to find a captain with circles rather than sail it themselves.
within sight of port sumac they were set upon by a pair of angry geese, and went halves in a fight animal conflict. the geese’s goals were to sink the ship, and steal the grain. the patrol’s goals were to save the crew, and save the grain. in the end they narrowly managed to defeat the geese, but the team opted to save the grain rather than the mouse crew. (patrol leader’s belief to stay on mission)
results: the conflict was quite complex 2 vs 2, and once id defeated one mouse team, i decided it would be simpler to put the two geese together and continue 1 vs 1. in retrospect, 2 goose teams (nature 8) were a bit much for my mice to handle, with their prodigious lack of fighter overall.
week 3: escort the councilmouse to lockhaven.
the patrol were approached in port sumac by a wealthy and influential mouse wishing to visit the acting matriarch at lockhaven.
first obstacle was a pathfinder to get on the way. the patrol have mostly been doing these with the most skilled pathfinder, in mortal fear of the fate that should befall them if they fail. eventually they should cotton on.
the next obstacle was a fight against 6 bandits, two teams of 3, led by an ex patrol guard and some muscle. they came out on top on this one (just), and saved the councilmouse from being carried off.
last part of GMs turn was the discovery of the bandits’ tracks, followed closely by those of a fox. they party’s beliefs were split between saving the bandits, and leaving them to their fate, and after some debate they followed the tracks, and saw off the fox. the encounter goals were saving the bandits, and driving away the fox. unfortunately in the confusion the bandits escaped.
results: all players worked their beliefs into the last conflict, so hopefully i’ve given them a taste for using their beliefs more. the first fight was much more even, and made much simpler by limiting it to two 1 vs 1 conflicts as opposed to a full 2 vs 2, as the interactions can get very confusing when each team has to choose their target (what order do you choose targets? how does feint work? how do you pick goals effectively without excessive crossover? etc)
ongoing issues:
CONFLICTS FOR 5
im gradually getting the hang of balancing for 5 mice, but im considering changing conflicts to sets of 5 actions rather than 3 to make this easier. ive looked around for other suggestions, but all such threads tend to devolve into ‘use multiple teams!’ which i am. which makes things overly complicated and confusing, sometimes leaving my players feeling a bit cheated when bad stuff happens.
TRAITS
one thing that’s coming up is a general lack of checks, down to all the players grabbing very positive things like nimble, clever, natural bearings etc with very vague downsides. we should be pushing on to winter fairly swiftly, which will give them a good chance to re-evaluate what they want from their traits.’
‘POWERGAMER’
in terms of characters they are fairly diverse and interesting, but i still have one player (a tenderpaw) who has maxed his fighter and basically gone for a combat monster with very little else. he has since realised that although his fighter skill his very useful, it will never advance, and so while everyone else is improving at the things they do a lot of, he is standing still, very frustrating when youre a tenderpaw. i want to sympathise, but he was very set on his character concept when i told him he would have issues. this is further compounded by the next problem:
TOO SUCCESSFUL?
they are still in the habit of maxing out any tests they need to make, with all the help dice and the best mouse taking the test. i think they feel that if they fail, the punishment can be excessively harsh with all of the helpers getting hit with conditions, or even a twist in the story still being a ‘punishment for failing’. hopefully their approach will gradually change as some players get more frustrated, but my only thought for dealing with it from my end is to leave more open ended obstacles, that the players can decide on how to deal with it, effectively making them very complex obstacles. the downside here is that this is what the players turn is for.
next session is saturday when the group’s healer is absent, so i will only have to deal with four players. will repost with my next adventure when ive drafted it, but am eager for discussion and ideas until then, especially for better complex conflicts and obstacles.