Post originally by kelvingreen at 2005-06-07 00:39:18
Converted from Phorums BB System
SteelCaress wrote:
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That kinda soured me on sample adventures in the core rulebook. But in one way I do like them: if they're good, they'll be bent towards the tone of the game, and introducing the rules.
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Call of Cthulhu has an excellent sample adventure, called "The Haunting" or "The Haunted House" depending on the edition. Self-contained, short, but very spooky. Great fun.
SteelCaress wrote:
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Then again, I've been with D&D players who memorized their Monster Manuals, so that when I threw a monster at 'em, they instantly knew what it was, how powerful it was, and how it could be beaten.
I guess there's no escaping that... *sigh*
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Feng Shui had a wonderful mechanic in place for this situation. If a player knew the stats of a monster, the GM was to immediately increase all the monsters stats by a silly amount against that player only.
