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Tips for running this campaign

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pastorwelby:
As a group of vintage RM2 gamers, we just started this EOH campaign with the teaser.  I am GM'ing and I am quite rusty, having not played RM in over ten years.  The first session went pretty good, but I wanted to see if there were any caveats or tips to be aware of when run Echoes.  I love the story and I think it is a great world so I want to run it the best I possibly can for my players.  So, what tips and tricks have you all?

pastorwelby:
I've found some helps on other posts, thanks to all of you who have shared your experiences - it is helpful.  I will post any interesting notes from our EOH campaign here in the hopes of helping others.  If you have a question for us, I'll gladly take it to our group and get back to you. 

E-Warden:
I'm getting ready to start running after not playing RM for over a decade and never GMing. Any pointers would be helpful. Do you have any pointers for a party lacking a healer?  I'm afraid they will not survive act III.

Mordrig:
I suggest making the combat fast paced and fun.  I have started to do all calculations on a spreadsheet allowing combat to flow quickly and prevent bogging down.  The players roll fast, and I give a quick description of the combat keeping them interested.  Combat is fast paced and light on rolls so it ends quickly with lots of details.  The big complaint I always received when playing any RM types was the ROLL-Master aspect, so I make it with fewer rolls, and more detailed descriptions. 
Keep things moving along, but do not force them in any direction, nothing is worse than the GM pushing you in a direction through obvious manipulation.  Give free choices that they feel were their decision even if it take you to where you wanted them anyway.

E-Warden:
Thanks for the pointers.

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