Escape From Camp Crazytown
More importantly, however, is a lineup change. Our cleric-driver has bowed out of the game, leaving a gap in the five-person party. We were lucky to pick up @Sh4x0rZ as the party’s fifth person, Unnamed Character Who Will Factor In Later. He didn’t have a character ready, and needed to be brought up to speed on what’s transpired so far. A full party presence will be needed for the next chapter.
This was a kind of “crisis-lite” because as a DM, I’m not interested in killing the party, or in letting them get themselves killed unless it makes sense. I’m not a fan “dumb bad luck”, where an army just happened to be wandering by where the party is hiding, or necessarily that the players will become overwhelmed simply because they’re outnumbered on paper. That’s not to say that I’m interested in letting the party coast along in the interest of keeping the story going; there have already been several close calls, but they’ve been rational situations where the odds hadn’t come up in the party’s favor.
Next session, though, will be a test. Without giving away spoilers to those who don’t know the module, the players will return to the roots of D&D. This is going to require a more structured adherence to the character sheet than everyone’s been dealing with now. The players will need to be conscious of using their skills and abilities to navigate the chapter, or else they’ll end up suffering for it. The module is very specific in this regard, with DC checks in almost every other paragraph. It’ll be a bit jarring, as up to this point we’ve played this less as a “game” and more as a loosely bound RP experiment, but I’m looking forward to the next chapter to see if the players have really hit their stride and become comfortable with the 5E rules and the use thereof.