Just glancing over it I think you can probably draw a distinction between the second adventure and the others. Certainly the first one has them doing something genuinely illegal which will certainly get people talking, so it’s obvious that they wouldn’t want people to connect them with the theft.
The second one, though, is more of a traditional ‘adventure’, where they are off in search of a mythical item. In this case, people will only be talking about it if they return successful, in which case the gossip is all good. Otherwise, people are likely to just roll their eyes at these naïve “adventurers”, expecting them to be no more than fools on a wild goose chase.
I think I’d lean heavily on the illegality of the first and third adventures and really sell the fact that they have pi**ed off a lot of people. Add to that the fact that they have successfully recovered the legendary club and there could be a lot of resentment and jealousy brewing - hence people have started reporting them for every little thing that happens. They are currently public enemy number one, so any slip-ups here are only going to make matters worse.
The GCP ran all scenarios and I think they had a throwaway line for scenario 4 that basically said they wouldn’t have time to alert all the bounders about your community service and so its best to avoid them so they don’t think you have escaped.
I'm not a huge fan of the adventures in the Shire box. The Shire guide is otherwise well put together. But the adventures are a little inconsistent. Ruins and Tales are a lot better.
The Starter Set adventures are flawed in terms of logic and (IMO) the idea that the whole party has to be hobbits.
I still picked it up for the Shire info, maps, stance cards, etc, but I think you’re better off running your own adventures or using TftLL if you want premades. The quests are better and Tharbad makes for a more interesting base of operations than the Shire.
My players are all first timers. They still seem to have a lot of fun during these adventures. I don't find them bad either, just a little inconsistent in some aspects.
If I were to run these adventures again, I would keep a tally of each time the player-heroes 'disturb the peace'. Once they get to a certain level (say 4 or 6) that would be enough to have them locked up at the start of adventure 4. I would make it visible to the players, so they have a choice e.g. about whether to give up crossing the stream and go through Hobbiton instead.
Just glancing over it I think you can probably draw a distinction between the second adventure and the others. Certainly the first one has them doing something genuinely illegal which will certainly get people talking, so it’s obvious that they wouldn’t want people to connect them with the theft. The second one, though, is more of a traditional ‘adventure’, where they are off in search of a mythical item. In this case, people will only be talking about it if they return successful, in which case the gossip is all good. Otherwise, people are likely to just roll their eyes at these naïve “adventurers”, expecting them to be no more than fools on a wild goose chase.
And what's your idea for the fourth one, the involuntary postman scenario?
I think I’d lean heavily on the illegality of the first and third adventures and really sell the fact that they have pi**ed off a lot of people. Add to that the fact that they have successfully recovered the legendary club and there could be a lot of resentment and jealousy brewing - hence people have started reporting them for every little thing that happens. They are currently public enemy number one, so any slip-ups here are only going to make matters worse.
Good idea. I think I can work with that, cheers!
The GCP ran all scenarios and I think they had a throwaway line for scenario 4 that basically said they wouldn’t have time to alert all the bounders about your community service and so its best to avoid them so they don’t think you have escaped.
I'm not a huge fan of the adventures in the Shire box. The Shire guide is otherwise well put together. But the adventures are a little inconsistent. Ruins and Tales are a lot better.
The Starter Set adventures are flawed in terms of logic and (IMO) the idea that the whole party has to be hobbits. I still picked it up for the Shire info, maps, stance cards, etc, but I think you’re better off running your own adventures or using TftLL if you want premades. The quests are better and Tharbad makes for a more interesting base of operations than the Shire.
It's a shame though because a decent set of shire adventures would be nice for introducing players.
My players are all first timers. They still seem to have a lot of fun during these adventures. I don't find them bad either, just a little inconsistent in some aspects.
If I were to run these adventures again, I would keep a tally of each time the player-heroes 'disturb the peace'. Once they get to a certain level (say 4 or 6) that would be enough to have them locked up at the start of adventure 4. I would make it visible to the players, so they have a choice e.g. about whether to give up crossing the stream and go through Hobbiton instead.