Session Six: GM Commentary

We’re now deep in the dungeon crawl part of the adventure, and the sessions reflect that. There’s a lot of sneaking around and checking out corridors, interspersed with combat. I’ve heard it said that modern war consists of months of boredom punctuated by moments of extreme terror; hopefully my group’s not bored, but as GM I can always shuffle things around if the dungeon crawling gets too monotonous. I’ve handled this adventure pretty much as written so far, but that doesn’t mean I won’t change it if I feel there’s a need. Right now I think we have about the right amount of challenge; while the party hasn’t lost any characters, they’ve come close enough times that when they get in a fight they feel, if not extreme terror, at least a powerful fear for their lives.


Posted in GM Commentary

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