AsmodeusUltima |
I'm already running a Kingmaker game, which is amazing and very highly personalized. I have another couple friends asking me to run another game, obviously don't have time for anything involved. Which AP runs best straight up as written? Also, two of the players are very rules-light, having barely ever played any RPGs.
Steel_Wind |
I would agree that Rise of the Runelords is the easiest to run out of the box. Shattered Star is a close runner up, but that one will take some effort to cooper up some holes in the middle books.
Mummy's Mask is not suitable for out of the box play - it just looks that way. There are, in fact, a number of lurking issues in that AP where the problems are latent and potentially pernicious. Don't go there for an out of the box campaign. I am not saying that the issues cannot be dealt with readily, but the design has latent deficiencies which may not be readily apparent to many GMs.
RotRL Anniv Edition is the way to go, for sure. It is also the cheapest and the AP with the highest accessory support. It's an easy choice.
Haladir |
Mummy's Mask is not suitable for out of the box play - it just looks that way. There are, in fact, a number of lurking issues in that AP where the problems are latent and potentially pernicious. Don't go there for an out of the box campaign. I am not saying that the issues cannot be dealt with readily, but the design has latent deficiencies which may not be readily apparent to many GMs.
I haven't yet run Mummy's Mask, but I have read it pretty closely. It looks pretty tight to me as-written. I'm strongly considering running it when my current homebrew campaign set in Korvosa winds down.
What are the "latent and potentially pernicious" problems you see with it?
Steel_Wind |
Steel_Wind wrote:Mummy's Mask is not suitable for out of the box play - it just looks that way. There are, in fact, a number of lurking issues in that AP where the problems are latent and potentially pernicious. Don't go there for an out of the box campaign. I am not saying that the issues cannot be dealt with readily, but the design has latent deficiencies which may not be readily apparent to many GMs.I haven't yet run Mummy's Mask, but I have read it pretty closely. It looks pretty tight to me as-written. I'm strongly considering running it when my current homebrew campaign set in Korvosa winds down.
What are the "latent and potentially pernicious" problems you see with it?
I discuss the potential problems at some length concerning Vol 1 in the latest episode of the podcast. The latent difficulties in Vol 2 will be discussed on the next episode. We also have Rob McCreary on the podcast to discuss the design issues in the module and the changes to the module during development as well.
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Haladir |
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Haladir wrote:Steel_Wind wrote:Mummy's Mask is not suitable for out of the box play - it just looks that way. There are, in fact, a number of lurking issues in that AP where the problems are latent and potentially pernicious. Don't go there for an out of the box campaign. I am not saying that the issues cannot be dealt with readily, but the design has latent deficiencies which may not be readily apparent to many GMs.I haven't yet run Mummy's Mask, but I have read it pretty closely. It looks pretty tight to me as-written. I'm strongly considering running it when my current homebrew campaign set in Korvosa winds down.
What are the "latent and potentially pernicious" problems you see with it?
I discuss the potential problems at some length concerning Vol 1 in the latest episode of the podcast. The latent difficulties in Vol 2 will be discussed on the next episode. We also have Rob McCreary on the podcast to discuss the design issues in the module and the changes to the module during development as well.
Right Click and save Here
Hmm. I downloaded your podcast, but was somewhat dismayed to see that it's almost 3-1/2 hours long. Frankly, I don't have time to listen to a podcast of that length.
Would you mind hitting the high points for us here?
Thanks!