captain yesterday wrote:Scaevola77 wrote:
Rise of the Runelord is my topCouncil of Thieves is pretty good if your group likes intrigue and your GM is willing to put in effort to make the city alive and interesting.
My caution with Skull & Shackles is that I think the quality of the campaign varies greatly based on party composition. If you have players and a GM that will dive into being piratey head-first, and enjoy a sandboxey campaign, it will be great. I am playing it with a group that contains no piratey PCs and the GM is not a big pirate fan, and it has been kind of a flop. My sense is that most of the APs provide solid stories that any party can be pretty happy with, but Skull & Shackles is somewhat reliant on the party buying into the "You are pirates! Be pirates!" aspect of the campaign.
so let me get this right, none of you like pirates and your GM doesn't like pirates, yet you pick... a pirate campaign....... do you see where ya lost me?
what exactly were you expecting? why on earth did you pick this AP with like 12 others to choose from? was it so you had something to complain about? (my wife's parents do this they'll go places they dislike, just so they can complain about it during and after)
Same question here.
Were the AP volumes a present or something?
The campaign is a friend's first stab at GMing, and she decided to let the players choose the AP. Of the original 5 party members, 2 didn't particularly want to play S&S (including me, I wanted Reign of Winter), and 3 really did (including the GM's fiance). The GM incorrectly figured that she could run a campaign well without having much interest in it (against my advice). I figured that I may not play a natural pirate, but I can play a character that gets swept up in it, so sure, I'll stick around. Then, 1 of the 3 pro-S&S people dropped 2 sessions in, and the other 2 pro-S&S people brought forward the most bland, flat, and inactive characters I have seen to the table. One has no character to speak of (honestly, remove the character completely and not much will have changed), the other only drinks and complains that he is not actively killing something (I am not exaggerating, I can count the number of non-drink/killing related things he has said/done on one hand, and we are in book 4). The character that acts the most like a pirate is my character, who was supposed to be a reluctant pirate, but ended up Captain and trying to lead the group to some semblance of being piratey. So the issue is the people who like pirates aren't actually acting like pirates, and the ones who don't really like pirates are trying to pull up the slack. Not ideal.
The GM thus far has not cancelled it due to the fact anytime she broaches the subject of stopping the 2 pirate-loving ones (again, one of which is her fiance) persuade her that it is really fun and they want to keep going. Yeah, it doesn't make sense at all. The main reason I haven't dropped out of the group yet is due to not wanting to deal with the social fallout and the GM's continued promises me that she will turn it around. I think I finally have persuaded the GM to drop the campaign soon though.
Anyway, all my personal group dysfunction aside, I definitely see the potential of S&S. I have another group that I kind of want to run it for, because I think they would have a blast with it. I just think that compared to the other APs I have read/played/GMed, having the right group for it is far more important. I mean, you don't have to have the group commit to a particular theme for Rise of the Runelords or Reign of Winter to be good For Skull and Shackles I think having the group buy into the theme is about as important as what is in the books.