Bard's Gate player guide

Hi guys,


I'm prepping for a new group of players and bought the Bard's Gate player guide. I'm not sure how to use it, so I was wondering how you guys use it.



I think the intent is for you to just print it out and have them find them organically, like newspapers lying in the gutter! 

I actually didn't use them, even though I bought it with the kickstarter; Bard's Gate is the starting city, but I didn't want the party to get bogged down with all the sidequests when I wanted them to go out and start searching for the Sword of Air.

de.wit.matthias's picture

The problem is that some high level quests are next to low level quests, so if I just give them to the players at low level, there is a chance they will pick the 'wrong' quest. 


Maybe I have to wait until they are a bit more high level for them to buy/find the papers. 


Thanks for the reply.

That's part of the fun of FGG's products--the players are able, if they wish, to get in over their heads. I flat out told my players there's a bounty on the head of the black dragon that took over Bard's Gate's Mines...if they can get it. I want my players to be heroic...but also want them to be aware that death is literally one die roll away.

de.wit.matthias's picture

Ok, sounds like fun. I'll Keep this in mond.


jmj_1975's picture

Running status quo encounters and modules is definitely a lot of fun for everyone involved. 

Too many campaigns are "Tailored" where the group initially can only handle low stuff and cannot encounter stuff beyond their level... and then as they level up, they never encounter lower things that they can smash... so effectively they could be the same level throughout, because everything requires about the same number on the d20 attack roll to hit.

With a status quo scenario, you can fight the Troll (that is a middle-low encounter) at any level that you encounter it... maybe that makes it an epic fight worthy of stories told by your players for years to come, or perhaps it's a total party kill... if the group fails to scout and just kicks in every door they ever encounter.  With status quo, the group can see how powerful a level 16 is, in relation to mobs that would be an appropriate challenge at 3rd level... they're in the same area irregadless of when then group goes there.  It adds a refreshing level of realism to a setting, world, and story.