There are a few things that are hard to gauge, being a newbie GM. It's hard to know how hard to stat the NPCs (non-player characters); it's hard to know how oblique to make the puzzles; it's hard to judge how determined the enemy are to pummel the Player Characters into liquid-storage component parts.
But, Game A's group managed to get through the entire adventure without taking a single point of real damage. Not only that, but by the end of the adventure they had used very few Story Points. In Adventures in Time and Space: The RPG, Story Points are the players' way to alter game events which would harm their character or to turn things in their favour. They can be used to reduce damage, avoid death, reveal clues, or even add plot events so dramatic it changes the whole outcome of the plot.
Must have run out of "Adventures in Time and Space" Story Points.
- 2 of the characters hid behind cover for the duration of a battle. A legitimate character choice.
- The group settled very nicely into the "Doctor Who" way of resolving conflict, many of them trying to talk their enemies down rather than fighting them, or using clever elements of the environment to take them down.
- I had given the NPCs a lower number of points and skills than the players.
A surprisingly easy situation for a player to get out of.
But, I think the last adventure shows that there is plenty of scope for putting the players in enough peril that they are forced to rely on story points to survive. After all, if they don't have to use them then there is no impetus to earn them. As the overall GM and narrator, I can of course intervene to avoid a total party kill; but it would be nice to put them in some real danger. Game A is a very big group. With 5 players they have a combined Story Point total of 56. Plenty of scope for a sound thrashing!
Total destruction of the Tardis and occupants. Nowhere near as hard to survive as it looks.
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