Here are some lessons I learned running a third edition Warhammer adventure, Eye For an Eye, using first edition rules:
Third edition combat does not translate well into first edition combat. If I had legitimately attacked with all of the beastmen at the beginning, the game would have ended there. Also, the players weren’t completely sold on the beastmen attacking in an attempt to get the gate open instead of in an attempt to kill. If I had fewer beastmen, I might have been able to sell it better.
I really need to have the NPCs down better. Some didn’t get portrayed exactly as they should, and it might have kept the group from getting the clues they needed. I think I did OK with the doctor, and maybe Sister Sonja. I could have done better with the coachmen and the servants.
There was no reason for the party to stick together, and it showed. We’re not quite sure, in the end, that it was a bad thing. I feel I was able to keep the pacing going, and the others were interested even when they weren’t in the spotlight. They all needed to solve the mystery, and, theoretically, they would all share information when back together. This kept them alert when it wasn’t their turn…for the most part. Then there was the roaming attentions of those playing online….
The adventure gives away a lot of experience points. It’s good because the campaign I want to run suggests the party has some advances, but I usually run a much slower rate of progress. Some players are choosing advanced careers after one adventure. I’d definitely give away less experience next time: probably 100 per sitting, with a 100 experience bonus if they stop the cultists (with an expectation of the adventure taking 2 sittings like it did this time.)
I told the players that I wouldn’t be miserly, but there’s not a lot of money to be had in this adventure. We’re going to have to work on trappings some other way. I’m also going to double check third edition money vs first edition money. I did that a lot before the game, but there’s one other aspect I want to double check. Especially since the next adventure/campaign doesn’t seem to give out monetary rewards either.
I have another box set to run them through next, but the player who ended up with the magical Warhammer really wants to return it to the dwarves. I might have to go off book already! (Edit: I discussed this with another GM who’s not playing in this game, and we found another way to achieve this task without deviating from the next adventure. Hooray for friends!)
I’d be happy to answer any questions!