
Rechan |
I am starting a new game with a new group. My process is to come up with several campaigns I'm willing to run, present them, and see which one everyone finds the most interesting.
Three campaign ideas I have are home brewed and I'd enjoy running. The Fourth is the Curse of the Crimson Throne. Problem is, I'm not sure how to really "Sell" it to the players.
So how would you give a "Back of the book blurb" of the entire AP, or at least the real thrust of it?
And when I say "Two to three paragraphs", I mean it; I'm going to write up a 2-3 paragraph blurb for each campaign, and hand it to all the players.

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Well, firstly, you need to describe the setting, since I'd call that the greatest selling point of the AP. Korvosa has a london vibe and is a bit evil-ish, or at least uncaring and insensitive, militaristic, and highly lawful. If you want, you can have guys in bowler hats who say "Guvner" running around.
There isnt much of that "moral shades of grey" crap to be seen. Most of the villains are evil, evil, evil, with no sob stories or excuses. they're cool, and great characters (pervy playhouse directors, sicko morticians, b@*##!@-crazy Harely-quins, Mr Burns if he was in dickens story, the list goes on). Players have to often interact with these people, or even work for them, but they never have to feel sorry for them. Likewise, there's some really great NPCs.
The group is brought together and movtivated in a very unique and compelling way, and the intrigue and political aspect of the later adventures is interesting. Mini-Dungeons are the main thing; lots of small complexes and encounters, with a few really cool big ones (perhaps Scarwall will be the new Runeforge)
The setting rewards law-aligned clerics, the classic pickpocket/streetwise rogue, rangers, and wizards, due to setting (rogues/rangers), authority and support (clerics), and mini-dungeon composition (wizards have lots of chances to prepare and gather intel, and are less likely to run out of spells). Unskilled dunderheads might find themselves a bit at sea, so fighters should probably multiclass a bit or have a high intelligence score.
Speaking of wizards, I would chat with you resident wizard-player (every group has that one guy who loves to play arcane casters) about the Acadamae. He must, must know about the Acadamae.

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Hello! I'm DMing this campaign as part of our playtest of the Pathfinder RPG Alpha (soon, Beta) rules.
Looks like three or so paragraphs already, there. Since you have three homebrews as other options, a couple of questions:
1) Honestly, will you be upset if they choose the one campaign that's not of your own design?
2) Are you willing to put the choice in your players' hands after you've done a fair bit of work crafting three other campaign seeds? Would you rather cradle someone else's baby rather than raise your own, so to speak?
I ask that only because, while I've enjoyed doing my own "homebrews", I am at this point unable to devote the time and energy to create my own world, engaging stories, and encounters that're both enjoyable and balanced. So, "CotCT" and Paizo adventure paths in general are a godsend. I'm enjoying playing in their sandbox.
All that said, do you have access to Pathfinder #6? "CotCT" received an adventure-by-adventure in the introduction there, and you could condense that into player-friendly blurbs. Barring that, my pitch for "CotCT" (in no way comparable to the wonderful work of the editors and authors of the four adventures I've read thus far):
The city of Korvosa, balanced as it is on the geographical edge of the untamed realm of Varisia and the political edge of the imperiled empire by which it was founded, has faced many dangers in its three centuries. None of those compare to the shadows which now creep in its slums above the streets--the Shingles--or the unmapped and ancient passages below. Still more dangerous are the threats of social unrest and aggression from those who originally called this land home, both in response to the actions of those sitting too-comfortably in Korvosa's seats of power--the cursed Crimson Throne not excepted.
Enemies lurk in surprising places, and might become allies in battle not always overcome by swordplay and spellfire. Common man's hero Blackjack is nowhere to be seen, but his spirit might live on in new heroes brought together by fate and bound together by a common purpose: save the city from itself.

Rechan |
1) Honestly, will you be upset if they choose the one campaign that's not of your own design?
2) Are you willing to put the choice in your players' hands after you've done a fair bit of work crafting three other campaign seeds? Would you rather cradle someone else's baby rather than raise your own, so to speak?
It's not really a problem. I've used Campaign Settings for a while; I used Eberron heavily the last few years, and cribbed a little off Forgotten Realms before that.
Besides, I am both lazy, and have never done "Full on homebrew" before. Thus, I only have the semblance of ideas rolling around like oozes in my brain.
In addition, the campaign seeds are sort've specialized. I have:
1) Anti-hero campaign. You start in Prison. Escape. Do what you want from there.
2) Exploration campaign. There is a Dark Continent out there, across the sea. Go explore the wild frontier.
3) The World Sucks. Everything is going wrong, civilizations all over are going under. Heroes are Rare. Pick a place and try to change it for the better.
These all cater to different player tastes. The same is true for CotCT; it's more intrigue, and city based. If that suits the group more, then so be it!
Besides, I've looked through the first three modules of CotCT, and I like them.
The city of Korvosa, balanced as it is on the geographical edge of the untamed realm of Varisia and the political edge of the imperiled empire by which it was founded, has faced many dangers in its three centuries. None of those compare to the shadows which now creep in its slums above the streets--the Shingles--or the unmapped and ancient passages below. Still more dangerous are the threats of social unrest and aggression from those who originally called this land home, both in response to the actions of those sitting too-comfortably in Korvosa's seats of power--the cursed Crimson Throne not excepted.
Enemies lurk in surprising places, and might become allies in battle not always overcome by swordplay and spellfire. Common man's hero Blackjack is nowhere to be seen, but his spirit might live on in new heroes...
Hmmm. It's serviceable, though needs some tinkering. I might have to peer at Pathfinder #6.

Rechan |
Golbez, here's what I finally settled on:
There’s a hole in the world like a great black pit
Where the vermin of the world inhabit it
And its morals aren’t worth what a pig could spit
And they call it… Korvosa.
The city of Korvosa. Physically it sits in the untamed realm of Varisia, and politically the imperiled empire that founded it holds it on the brink. While threatened before, the city is now under siege from within. From the slums above the streets known as the Shingles and the sewers and crypts below, within the streets themselves as civil unrest and aggression against the Crown, to the very seats of power that look down upon the hive of skum. The so-fabled cursed Crimson Throne may not be immune to this spreading darkness.
Enemies lurk in surprising places, and might be allies for battles not settled by sword or spellfire. The Common Man’s hero Blackjack is no where to be seen; Korvosa needs new saviors.
I hope you don't mind me using your paragraph.