
mplindustries |

Ok, so maybe the title's too long, but I am going to be running my first AP soon. This is hardly my first game--I've been running RPGs for about 20 years--but I've never run any modules before, just my own stuff. I'm going to be changing a lot and adding stuff, I'm sure, but I want to give it a shot because Souls for Smuggler's Shiv (Serpent Skull Book 1) so totally hooked me when I read it.
I loved book 1 so much, I got book 2 and, wow, I hate it. I hate it with a burning passion--it almost reads like a parody of bad D&D. It even comes with a preface explaining why I am a bad person for hating it--unbelievable.
So, I'm looking for some general advice about what, if any, AP I can transition into. I'm not concerned too much about power levels or whatever--I can adjust that--so if the best option requires running through another book 1, I'm down with that.
I really loved how open Book 1 was--you had an obvious goal, but no real time limit and no set path whatsoever. It was completely player driven, and that's always how I run my games. Book 2 just put the GM in the driver seat, and I have zero interest in that (never mind all the perfectly linear mini-dungeons and illusionary choices that get you attacked either way).
Yeah, so can anyone give me some advice here about what other APs I might like and what I can transition into?

ferrinwulf |

skull and shackles is the logical choice as its sea based and is set in the shackles which is just north of the fever sea. There is something on the S&S boards about starting with a shorter trunckated version of smugglers shiv. All the other AP's are based a lot further north and will need adjusting but I see you plan on doing that anyway.
I'm biased though...I love skull and shackles lol.

mplindustries |

I'm not super concerned about the geography. I, and the rest of the group, know very little about Golarion as a setting anyway. It's more a question of what has the same kind of open-ended feel to it. Is Skull and Shackles player driven? That's the most important aspect as far as I'm concerned--I can't standing running railroads.

mplindustries |

Skull and Shackles, as far as I know, is completely player driven once they take over the ship from their captors.
They're pirates on the high seas and don't take s!~~ from nobody from what I've heard.
Hmm. I almost like that, but I'm not sure about being pirates. I'll have to take a look at it to see if there's a way to make sure they stay good guys (and I'll have to warn them the "this game is not about being on a boat" thing in the Serpent's Skull player's guide is not true anymore).