In the penultimate part of this series of posts about Crypts and Things convention games, I look at an important role of the referee.
Be the Monster Manager
Don’t overwhelm the players with streams of monsters, unless that’s the point of the fight scene is that they can never overcome the flood of monsters and should run away!
Don’s mistake combat for automatic-fun. Make sure that you combat encounters are like scenes from a fun film, where the director has placed enemies and scenery in an exciting way, so the combat can play out with lots of unexpected turns and twists.
For example, don’t just throw 1d6+2 Men at Arms at the player characters who are strolling aimlessly through the palace. If you need a couple of men at arms to show up and challenge the characters about there right to be there, do so. It might lead into a fight (in which case they run away to the next courtyard where the rest of the palace guard is hanging out, with the court sorcerer and the King’s assassins who are practicing on various trampolines etc.), but it might also lead to an entertaining moment of role-playing as the players blag their way past the guards.
Next part 5: Pre-made characters.
An Excerpt from the upcoming Crypts and Things book “Tournament of Madness and Death.”