You can EASILY add in something that happens that basically forces the PCs into a MoC. And right when the adventure starts, too. No need to get rid of it altogether...although adding something in could somewhat be overkill since you could just as easily say "On the way here..."
I was a little stricter on the first couple of adventures regarding the Moment of Crisis; in later ones I let it happen faster, since the players had caught the feel. I thought Tharkhold would've been harder, due to the comment about fighting not being enough, but they also said diverting from the mission counted, and the party stopped the Thralls at the statue/museum without hesitation (or slowing down; got to try the ramming rules for vehicles...), it wasn't as bad as I thought it would be...
Kuildeous wrote:So for that reason, I'm hesitant about removing that, but I don't know that I'd get anything similar in the other events I'll be running (Pan Pacifica, Orrorsh, Cyberpapacy, and Nile).
I think you have your winning answer. Trust the adventures.
Unless your players are just getting tired of starting with new Ords every time. In that case, skip the rest and get started on their real Storm Knight adventures (pillaging material from the remaining Day Ones, if desired).
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