RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. Organized Play Member. 268 posts. 1 review. No lists. No wishlists. 2 Organized Play characters.
My group loved this one and I think it is one that we'll be talking about years later. I've never GM'd a module or AP before and this was easy and straight forward. Its packing with flavour and has the right balance between set structure and space for GM creativity to put in what your group likes.
As others have posted its got a great mix of encounters, story, resource management and the challenge of the environment. I think old school rpg'ers are going to love it like we did.
Some tips with this
* Check the forums with thread for this book as there are plenty of GM aids
* Openly explain to players that the characters are going to wake up on the beach and that the opening Fort save determines the order of waking up. Lets them know that its a story based thing and they haven't been cheated.
* Make the NPCs shipwrecked with the PCs more friendly and ready to help. To get your PCs to bond with them you'll want to make the NPCs relevant and useful by having them give minor bonuses to saves vs disease and the elements, giving the players safe food and water, and crafting ammunition. This ensures the PCs don't see the NPCs as additional hastle and gives the NPCs some value.
* Use equipment from the Core book as treasure for the shipwrecks
* Consider lowering some of the Climb, Swim and Jump DCs