I do have a storyline idea for the followup, but I do have a few things I'd like to do.
First, I'd like to bring in a few more elements. I've been light handed with the rules - allowing them a peek at more and letting their imagination go wild with interpretation.
There are many things I can add:
- more powers (1 extra encounter power or one daily power)
- open up the skills
- more combat rules
From what I have seen last game, I don't think they're ready for more powers - they barely used the few ones they already had, always opting for the 'shoot' or 'hit' technique.
Showing them the list of skills is not something that I feel is necessary - they can already tell me what they want to do and I can translate that into skills myself.
More combat rules sounds good - I know a few of the kids are much into board games and they really impressed me with their strategy-based decisions on the first game.
But I don't want to teach them through a lengthy exposé.
What I am planning is to have them be trained by the captain of the guard from the village. I could ellipse the training session and send them into combat while on patrol.
Now, I could set up the combat and have their teacher "remind" them of their past lessons.
I would like to teach them things like:
- flanking
- cover
- using the environment
The 'using the environment' part is the one that could open their minds to traps, bull rushing opponents, etc.
I could have them bull rush an opponent to have him trip and fall on a log, for example.
I could much more (sneak attacks, being prone, etc.) but I don't want this combat to drag on and I don't want to bore them with rules.
But I think this could make for an exciting part of the session and prepare them for the traps and sneaky Kobold tactics that is awaiting them at the Kobold Keep...