| Unruly |
I'm currently the DM of my gaming group. I also happen to be the new guy, while the rest of the group has been gaming together for at least a few years. Right now, we're all still getting acquainted with Pathfinder, and things are moving slowly since due to being adults and having to deal with all the issues relating to that, we've only been able to sit down and play together maybe a dozen times over the last 6 months(though we're hoping that improves). Right now we're running a homebrew that I just threw together somewhat haphazardly when our original DM backed out because they didn't have the time to set things up.
I plan on seeing this campaign through to the end, so long as everyone in the group continues wanting to play it, but I'm wanting to plan for the future. With how often we've been able to sit down leading up to this point, I'm expecting this campaign to last until around the end of the year. Which is great, because it gives me time to save up money and buy a few APs, and then if they want me to continue DMing I can use them to do a fair bit of the heavy lifting when it comes to planning the next campaign. I'm just not sure where to start, because I've never run an AP, or any sort of module, before. The few games I've run in the past have all been homebrew.
I was looking at buying Rappan Athuk, Slumbering Tsar, or maybe even Black Monastery because I want to see what it's like to run a game with the old-school sensibilities and a hefty dose of lethality. And also because I've heard good things about the Frog God Games stuff when it comes to these things. My big issue with them is that it seems like the stereotypical Fighter/Rogue/Cleric/Wizard party is pretty much a must if you want to have a chance at survival, and I don't want to end up railroading my group towards that if they don't want to. And also there's that issue of CR 30+ encounters when you're in a game with no epic levels.
I was also looking at the Paizo APs, but I'm reminded of what one of the guys who taught me to play D&D used to say, which went something like this - "Never DM a game in a world someone else created, especially a popular one. Otherwise you're going to have people constantly chiming in to tell you that you're playing a character wrong, that a certain faction would never do something, or some crap like that. It just ends up being a headache." And then there's the fact that I can't buy print editions of the older ones. I've got a laser printer, and tried printing other books to stick into 3-ring binders, but I've found that to be a less than optimal route that has led to me buying print copies anyways. And no one in the group has a tablet or ereader to load the PDFs onto, so printing would be the only means of having it at the table. This would also likely involve me having to buy a few of the Pathfinder Campaign Setting and Pathfinder Chronicles books so that I can be fairly sure I'm following religious tenets and the like when playing NPCs. At the very least I assume I would need the Inner Sea World Guide on top of any APs.
Am I stressing too much about being a stickler for the setting? Are there any particular APs that you would recommend? Does Paizo include some form of printing rights in their PDFs which would allow me to have the local print shop print and bind a copy for me(they tend to want proof of these things)? Will Julia's memory ever return? Is David really the father of Miranda's baby? And what will happen to Michael? All this and more, next time...
| Viscount K |
I couldn't speak as to the actual legality, but my GM for Jade Regent had got the local copy place to print out pretty much the whole AP after bringing them a printout of his digital receipt. This may or may not be standard practice, I just know what worked for us. Hope that's helpful.
As for needing any of the setting books to run things, I find this not to be the case with the Paizo APs so far. They can help you to flesh out things a bit further if you want to, but in the two APs we're playing right now - Kingmaker and Jade Regent - we haven't found them to be necessary at all. The APs provide you with more than enough information to actually run the adventure, and add some flavor besides, though you admittedly have to wing it just a bit if your players have some more in-depth questions about religions or cultures and the like. I should admit that, as a player, I felt compelled to do extra research into my character's goddess (Desna, goddess of travel and dreams, whee!), and so picked up Faiths of Purity, but it wasn't necessary at all, and none of us have the Inner Sea World Guide, or really know much about Golarion at all. Typically, I've found that if you do require more info for some reason, you can find it with very little work on the SRD or Pathfinder wiki.
We're only on the third installment of both APs, but we are having a great time with them so far. There's a lot more detail and flavor then I've come to expect from premade modules, and a wide variety of options for going a bit offtrack from the story laid out for you. You do have to watch out just a bit for the new mechanics that are introduced in both of these; for Kingmaker, the kingdom building rules are occasionally a little clunky and confusing, particularly if you deviate from the standards they've set out, and in Jade Regent, the caravan combat rules are just terrifyingly hard as written (also in Jade Regent are the Relationship values with core NPCs, which I've found to be very well fleshed out). That being said, while both of these sets of things are challenging, they're also interesting, and a somewhat refreshing change from the norm.
I haven't had any experience with the Frog God stuff, so I can't help you out there, but I can say this: Our group is a wide mix of power gamers, harcore storytellers, experienced role players, and newbies, and we're all having a ball with these things. I would highly recommend at least giving the Paizo APs a shot.
Thalandar
|
I used to run in Forgotten realms and I would run into this all the time. Players would tell me, "That's not how so in so would act."
And I would say "Really, who's game is this?" Run the game the way YOU run it, don't adjust for other people's perceptions of the the way "they" think the world should be run.
In fact, purposely throw stuff in there that will mix it up. Have Red Mantis Assassins secretly fighting FOR the forces of good, etc...
I am running Skull and Shackles AP and I have shifted some of the NPCs outlooks and goals because I KNOW my players have access to the AP.
P.S. I would recomend Skull and Shackles or King Maker APs, as I have run both and they are excellent. I have heard good stuff about ALL the APs, though.
Christopher Woldridge
|
You can print out one copy for personal use. It is part of the FAQ (top right corner of your page) Link . I have a laser printer and I got a spiral binder at the local office supply store. Get some clear covers and card backers as well. The starter packs are a good deal. They are much less bulky then three ring binders. It turns out to be very cheep and easy to use. I get a lot of my books PDF and just print a copy.
I just finished running the Kingmaker AP yesterday. It was 18 months of pure fun. There are a ton of reviews for all the AP's and each has it's own flavor. It would be hard to suggest one without knowing what your players like.
As far as the world and "cannon" it is your game run things the way you want them to be. Tell your players up front that is how it will be and be consistent.
| Krass Kargoth |
I played a bit of Slumbering Tsar and I hated it. It's a nostalgia ride for sure, but it makes me glad I'm playing 3.5/PF and not 1st/2nd edition D&D. Play this if you want to make sure your players stop roleplaying since your character can die to random encounters at any given moment. But tastes differ, so for roleplay light or rollplay groups it might be a fantastic campaign.
There are some cool Pathfinder APs out there. You can always read the reviews on paizo.com and make a decision based on that plus what you can find on the forums about them. When I DM I use these books for inspiration and use elements from them to weave my own story. That way they can resemble an existing campaign/AP, sure, but they're clearly unique. It also helps with players who can't keep their filthy paws off the AP booklets. Sad as it is, you always got beatsticks who read a few pages when things get hard or when they find an item which they want to know everything about.
| MicMan |
QFT!
However, if you are in for a little old scool, I would suggest Rise of the Runelords or Shattered Star if you in for a few Cthulhu vibes.
Sandboxy is Kingmaker all the way.
Else pick the one with the best theme (Big City, Pirates, Gothic Horror, the far East, Egypt, Elves) - it's all there.
Really the only AP I can not recommend is Council of Thieves, this one just didn't work for me.
| Kolokotroni |
First, welcome to pathfinder. Second there are ALOT of choices for adventures to run. I've run a fair bit of slumbering tsar and i have to say, I would love to PLAY in this adventure, but it is kind of painful to run. Mostly because of how open the first part in the desolation is.
But also because of frog god games' style of adventure writing. Its very much 'old school' and it is actually very easy to use, lays things out neatly for you and is a high quality product. But ive been spoiled by paizo in that the FGG adventures (at least with slumbering tsar) were PAINFUL to read. I remember back when i was young using smaller adventures of this style to run quick and easy games, but with such a large campaign, its just boring to go through tons of box text and ecounters laid out so neatly (in my opinion ofcourse). The narrative (but more challenging to use) style that paizo's Adventures tend to be are in my opinion more fun to just pick up and read, which helps alot with dming.
Keep in mind im not trying to put down slumbering tsar, I have the hardcover and i love it and am sad that i've sort of let that campaign fade in the face of others. But its a HUGE adventure, and it is written in a very utilitarian fashion. In terms of the style of the adventure, my group enjoyed the difficulty. They new about it going in and we took steps to account for it (like using a kind of hero points to prevent a few of the potential character deaths that can be prevalent in the adventure).
In terms of paizo adventures. You might want to check out the new module line starting with the dragons demand in a few months. They are oversized modules now, sort of like 1/3 to half an ap, and a little less investment then a whole ap to see if you like running them over something from fgg.
There is also the pathfinder APs, and there are lots of them. We have sort of a unique situation with the Rise of the Runelords Anniversary edition, which may be the most supported adventure of all time. It has a ton of support by paizo, had the benefit of a revision and updation after 5 years of commentary and errata, and has a massive fan base that has produced a ton of great stuff for it (check out the Rise of the runelords AP section of the forums for the community created stuff).
And yes you are allowed to print one copy for personal use of a pdf. I think its even in the liscence at the back, but definately in the faq as mentioned above.
Also, one good thing about paizo, is while they do have an established world, the vast majority of npcs and characters in their aps are unique to the adventure. Its not like some wizards products where well known characters show up all the time. And besides, if a player tells you you are running an NPC wrong indicate their character has just accidently contracted a rapidly deteriorating terminal illness and that they will have to make a new one (so go away for an hour and do that and think about your mistake).
| Unruly |
Well, we're mostly a roleplay-light group. Most of the "conversations" between characters have ended up being me explaining a situation and giving a rundown, and them talking their options over before deciding what to do. When I've tried to get more roleplay out of them by trying to speak as an NPC, rather than for the NPC, I've gotten little response. So I don't really think lethality is going to be much of a problem in that regard. My biggest worry for dead PCs is one of the guys in the group is only 12 or 13. He's the son of another player, and behaves pretty well until his character gets knocked unconscious. He's gotten better about it, since it's happened a few times now, but he still starts pouting when it happens. I don't want him to throw a fit when his PC gets killed, but at the same time I think a few PC deaths might help him to react better to it and understand that sometimes crap like that happens in a game.
The worrying about campaign fluff is just from prior mentoring, as I said earlier. I haven't really run into it myself, but I know there are some people who just like to be a-holes about it. I've run into plenty of them for other things, and I've even been one myself a time or two when it comes to things I've been heavily invested in.
For people who have run Rappan Athuk or Slumbering Tsar, how did you guys create your characters? Did you roll or did you do point buy(and how many points)? My group rolls for characters, and while I don't have copies of my player's character sheets, or even really know their stats aside from what I've learned through play, I'd say we're hitting 25-point territory at the least. Maybe that will help cut down on the lethality some, while still keeping it dangerous.
Also, I'll have to look into getting Rise of the Runelords. Especially since there's a complete hardcover version, which makes it nicer and easier to store. I'll also look into Kingmaker, though building a kingdom is how my current campaign is headed and I don't want to do the same thing twice. I'll also look towards Shattered Star a bit more. Though it looks like I'm going to end up just missing out on the print edition, because I have a feeling it's going to be sold out by the time I have the money for it.
| Viscount K |
My experience is basically the same as Viscount K's: most of the players and GMs in the games I play in are more interested in just playing a game of D&D (er, I mean Pathfinder) than they are in geeking out over the intricacies of the campaign world.
Actually, just as a note: A few of us (including me) totally are into geeking out over the campaign world. It's just that I'm usually doing so over the bits of it that are in front of me, which the APs have been doing a good job about keeping me informed of.
Unruly, I actually just ordered the Rise of the Runelords hardcover this morning. Eagerly awaiting its arrival.
| Krass Kargoth |
We rolled into Slumbering Tsar after having done some other Paizo adventures. 25 point buy, 2 traits, and it was brutal. The setting itself is laughable (that starting village? really?) and once you go out exploring, you're wondering why the f&*@ you're even trying.
We ended up losing half the party thanks to a random encounter at night. The greater wraith (or whatever does the big time con drain) pretty much chewed through two characters in a heartbeat. Fun fun. We did a sidequest there, ended up in lower Osirion and all the players in unison agreed that we weren't going back, much to the dislike of the DM. Me and two players have played 2nd Edition AD&D before moving on to 3.0, the other players were newer.
I must say, if you change the starting village a bit, PLAN your encounters (including the random ones - roll beforehand, make sure they are not of the insta-gib kind) I guess it can be fun. But if you play it as it is written it's a waste of your players time.
IMO any adventure or campaign that sees characters as expendable, since the player can just make a new one, should end up in the fireplace.
| proftobe |
I'd recommend the new Rise of the RUnelords to start. Its got a bit of everything. I'd stay away from second darkness and Councl of thieves because both require you to update to PF and one starts poorly and the other requires you to railroad characters to get them to go on the adventure. Stay away from Kingmaker & Serpent Skull unless your characters like a big sandbox style game, but if they do pick up Kingmaker.
| Unruly |
I highly recommend picking up the Shackled City hardcover as the best and cheapest buy in for an entire AP. :) We also have a slew of excellent community material and playtest data to help you tweak your game.
How much work will go into converting the AP to Pathfinder? The price point is really tempting, but I don't want to have to go through 400 pages and convert everything I come across into a new, though very similar, ruleset. I used to play vanilla D&D 3E, not 3.5, so that might increase the time needed to do conversions because of unfamiliarity.
I've also started looking at maybe signing up for the Pathfinder AP subscription. Getting the APs at $16 a module rather than $20+ seems nice, especially when you add in an extra 15% off everything else. And since they just started a new AP, I'd be getting in on the ground floor for it, so to speak. Anyone here played through the first part of Reign of Winter yet? If so, how has it gone and does it look like it would be it a good starting point for someone new to APs?
And another couple questions, that I really should have asked earlier now that I think about them. If a group was to play a Paizo AP one night a week, for about 4 hours each night, how long would an average AP campaign last? I know that this is highly variable between groups, but I'd like to get a ballpark estimate on how long an AP generally plays for. And I figure they're designed around a certain point buy rather than rolled stats. What point buy are they designed for(I'm guessing 20, because of PFS) and how badly does being above that level screw with an AP?
I have, for the time being at least, decided to stop looking at the FGG APs. I don't want to completely crush my players at every turn, I just want to give them a good challenge, with a few fight-or-flight situations that could easily turn deadly, in a world that's already somewhat fleshed out.
TriOmegaZero
|
How much work will go into converting the AP to Pathfinder?
Only as much as you want. You can run with the stats as is and only have to add in CMB and CMD values. The difficulty of the encounters may be lower with Pathfinder characters, but it is entirely useable. You can also do a little searching through the archives and find fan conversions of the stat blocks if you want.
| Unruly |
So if I wanted to run Shackled City, I could do it as is, but then it would be a bit easier than it's supposed to be. Would it require me to have the 3.5 MM, due to having non-OGL monsters(Mind Flayer, Beholder, etc), or would the Pathfinder Bestiary be sufficient? I have a copy of the 3E MM, but I'm not sure how extensive the changes between 3E and 3.5 were.
Laschoni
|
I've run Council of Thieves, Kingmaker, Runelords, and I'm running the first Reign of Winter
I've played in Jade Regent and Carrion Crown
Do you want a theme? There is an AP for that.
(btw the opening for RoW has been incredibly fun)
Kingmaker was a blast to run, my players really bought into it.
Council of Thieves drags in parts but the Sixfold Trial was my all time favorite role playing experience.
Runelords is so easy to pick up and run. It is in the most heavily supported part of the setting and comes compiled in a single cheap volume. Not to mention the minis, or tokens, and other support.
My GM has killed 6 or 7 characters in a 6 player Carrion Crown.
Easiest Recommendation: Runelords.
| Glutton |
I just picked up reign of winter, and if the first one will be like the rest it is shaping up nicely. It is the first pathfinder AP I've seen with potentially lethal traps in the 1st module (but by no means have I seen them all). It has some good old school feel to it, but has a zany twist to it (but what really stands out is number 5). At 4 hours a night you are probably looking at about 16 months to two years of play times from an AP. You sound about as lazy as me (i hate changing stats from 3 to pf), so I would recommend to myself in order:
Rise of the runelords hardcover
Shattered Star
Reign of Winter
Carrion Crown
Jade Regent (and this was the only one I didn't really have time for)
I would avoid (for paperwork/player driven action)
Kingmaker
Serpent's Skull
and skip the following 3.5 adventures
Second Darkness
Legacy of Fire
Council of Thieves
on the other hand, If you run them as written, you can run a 3.5 AP with 3.0 rules ok if you don't want to convert. If so I would suggest:
Curse of the Crimson Throne
I can't comment on shackled city, I've heard good things. I cracked open Rappan Athuk but decided it wasn't for me, just a little too brutal.
If you go looking, the product description of each module has user reviews.
| Rynjin |
I've played Serpent's Skull and run Carrion Crown, and I recommend both.
Serpent's Skull is a good one because with the exception of the extremely linear second book, it's pretty open ended and allows for a lot of player choice. It's essentially an officially released sandbox exploration AP.
Carrion Crown is challenging and fun, and has a lot of really nice atmosphere and neat enemies to throw at your party. It's a bit more linear (ESPECIALLY the second book, Trial of the Beast) but overall it's got an interesting plotline and fun encounters.
I have heard that Rappan Athuk is VERY good, though necessitates a speech to your players along the lines of "Have a stack of spares and don't get too attached to a character. Now let's begin...", I was thinking of picking it up myself to check out, at the very least for ideas to throw into a homebrew.
Studpuffin
|
Not sure 4 hours is all that much in a game that took well over a year of weekly 6 hour meets, and it is FAR from the most memorable part. You shouldn't judge based on just the first few pages.
And the opera was a stumbling point. It was clunky, but it was far from the most fun part of that particular book. It was also over in less than a night.
You guys should seriously give that AP another chance.
EDIT: For sum effect, you've given up on an AP for around roughly 2% of its total time if I count you both. :P
The Fox
|
Shackled City is a great AP. There are beholders in it, but I think they are all statted in the book. I don't think there are any other non-OGL monsters in there which are not statted in the book.
Rise of the Runelords is a fantastic AP. I am playing in it right now, and I love it. I like Shattered Star a little more (I am running that one), but it is sort of a sequel to Rise of the Runelords, so I would run them in order.
I wouldn't worry about being too familiar with the campaign setting, especially if your players aren't very familiar either. Especially if you run Rise of the Runelords, since that AP was written at the same time the campaign setting was written, so it assumes NO familiarity at all. It is also a great way to become familiar with the setting.
If you do decide to go with a Paizo AP, check out the fanzine Wayfinder, which you can download for free from this site. They have great supplementary articles and short side treks you can put into some of the APs. Also look at the web supplements.
Good luck.
| Unruly |
Wow, about a year and a half to two years for an AP? I was expecting maybe a year or so. I guess it's just something that comes with no one in my group being able to set aside more than a few hours each week to play, if we can even manage that. It will definitely allow me to run games for a good while without a lot of heavy planning though, which was the whole point of looking into them.
I was just spending some time looking at the 3.5 modules, and saw that a few of them seem to tie nicely into a mini-campaign of sorts. Hollow's Last Hope, Crown of the Kobold King, Revenge of the Kobold King, and Hungry Are the Dead seem to flow together niceley(as their product pages point out). Would it be worth it to try that approach, or would I just be better off with an actual AP? And are there any others that flow together like that?
For the actual APs, Shackled City and Rise of the Runelords are high on my list now based on what I was reading on their product pages and what you guys have said about them. Carrion Crown is up there too, because I like the undead setting, and it might give me some fresh ideas for a homebrew that I started planning years ago but never finished and eventually shelved. And then Reign of Winter is on my prospectives list simply because it's just starting and I can get all of it with the AP subscription if I start now. And then I'll get 15% off of everything else too. I also still want Rappan Athuk, but I'm not ready to shell out for it yet. I figure I'll try my hand at other, lighter, APs before going to the crushingly brutal side.
EDIT: Screw it, I just signed up for the AP subscription. I'll follow through until at least the end of Reign of Winter, and use the extra 15% off to buy Shackled City and RotR's hardcovers sometime in the near-ish future(probably when I get my tax return back).
Studpuffin
|
4 hours is enough for the players to go "we're bored, this one sucks" and ignore my pleas of "it gets better eventually, I promise!" =/
The problem is more that it's almost literally the FIRST THING that happens, so it's done nothing to catch the players' attention in that first five minutes.
Then fix it, because the other 98% is totally worth it.
| Unruly |
Well, with any luck, I'll be gaming with this group for a good while. I like everyone there, and I'm planning on joining them in their Society for Creative Anachronism fights. And with more luck, we'll be able to get a more regular game schedule going. From what they've been telling me, the last 6-8 months have been a flood of crap happening that's kept pretty much everyone away from the table. One of the players seriously injured himself in an accident, everyone has been pulled away by work on more than one ocassion, etc. We've gone from having 3 full months of not playing at all to having a game every other week since about November. So things are looking up at least.
And besides, if we get bored with an AP, we'll scrap it and start something else. At the worst, we'll run a series of one-shots, a couple mini-campaigns, or just play a game or two of Munchkin instead.
| Douglas Muir 406 |
I would disagree with "16 months to finish an AP". It really varies! I've heard of people taking three years, and I've heard of other groups that have burned through an AP in less than six months.
A single module is supposed to take ~~30 hours of play for an average group. If you play once a week for 4 hours, you and your players are reasonably experienced and can move things along, and you stick with the plotline and don't do sidetreks, then a single module should take around 8 sessions or a bit under two months. Other hand, if you have the sort of group that can spend two hours arguing over whether to torture a particular NPC or not ("torture is evil!" "no it's not!") then yes -- it can take longer.
Doug M.
| Viscount K |
I would disagree with "16 months to finish an AP". It really varies! I've heard of people taking three years, and I've heard of other groups that have burned through an AP in less than six months.
A single module is supposed to take ~~30 hours of play for an average group. If you play once a week for 4 hours, you and your players are reasonably experienced and can move things along, and you stick with the plotline and don't do sidetreks, then a single module should take around 8 sessions or a bit under two months. Other hand, if you have the sort of group that can spend two hours arguing over whether to torture a particular NPC or not ("torture is evil!" "no it's not!") then yes -- it can take longer.
Doug M.
Hold on a second. There are games that don't get sidetracked? Since when?!
=P
The Fox
|
Shackled City took my group about two years. Roughly biweekly, with 6-hour sessions.
If you are looking for something a little shorter, track down a copy of Red Hand of Doom. It is levels 5 to 10, so you'll need to find something else for the first five levels. It is a really fun adventure, written by James Jacobs. You might be able to pair it with the Pathfinder module that comes out in May, which is level 1 through 6.
| Rynjin |
Carrion Crown is pretty fun, but we're stumbling along some in Trial of the Beast. The first half of it was fun, but the second half has just been a slog. We've spent the last 7 or so sessions on it. @_@
Trial of the Beast, is, IMO the most poorly paced of the lot.
The Trial itself is interesting and passes pretty quickly...then what comes after just flies out of left field and it turns into a weirdly convoluted dungeon crawl.
Broken Moon is looking nice though, can't wait to hit that one in a session or two.
| Douglas Muir 406 |
Shackled City really is a bargain. It's a complete AP -- over 400 pages, and it will take the PCs all the way to 20th level IMS -- for just $30 plus shipping. (Or $27 if you order before midnight Thursday and use the "ksthanks" discount code, which gives you 10% off.)
Negatives? It's 3.5, so there is some conversion. Stat blocks and whatnot are in a different format, which is not huge but you have to get used to it. It's the first real AP, so there are some rough spots (though IMO it holds up pretty well).
If not Shackled City, my second recommendation would be subscribing to the current AP; the first volume looks good, and it seems pretty straightforward. The AP after it is going to be the Worldwound one, with lots of demon-bashing, so that should be good too.
Third recommendation would be Fire Mountain Games' Way of the Wicked, the AP for evil characters -- but if you're gaming with a 12 year old, that one might not be appropriate. (It's not gross evil, and it comes with tips about how to keep things PG-13, but yes, the PCs are going to to some bad stuff.)
Doug M.
| mcv |
Wow, about a year and a half to two years for an AP? I was expecting maybe a year or so.
My Crimson Throne group plays roughly every two weeks (sometimes a bit less than that), we've played a couple of years (not sure how long; I think we started around the time my kid was born, and he's almost 4 now; we certainly started before another couple's kid was born, and she's at least 3 now), and now we're level 9 and just past the half way point, I think.
I admit we play everything out in a lot of detail.
Rynjin wrote:Then fix it, because the other 98% is totally worth it.4 hours is enough for the players to go "we're bored, this one sucks" and ignore my pleas of "it gets better eventually, I promise!" =/
The problem is more that it's almost literally the FIRST THING that happens, so it's done nothing to catch the players' attention in that first five minutes.
Fortunately part way through that session, my GM realized that the sewer part was stupid, and just gave us an exit and enough XP to reach level 2. I normally love sewers, but this one apparently didn't have an exit until we'd killed enough chasing guards to reach level 2. The first few fights were fine; fun even, but it quickly got tedious.
We basically skipped quickly through the first part quickly treating everything as simple missions with not a lot of roleplay (and some of those missions were reasonably fun, though not brilliant). The Sixfold Trial was a bit odd and felt a bit railroady, but was definitely unique in a way. It mostly sucked for the player with the non-speaking part. In the dungeon afterward, the campaign finally seemed to come together and we now have the feeling we're working towards some goal. We play once every month, and in about half a year we reached level 4.
That's a very different speed than my Crimson Throne group gets, and I do think lack of fun and cohesion is part of the reason to increase the speed. Although it's also very different GMs and very different groups.
| Dabbler |
4 hours is enough for the players to go "we're bored, this one sucks" and ignore my pleas of "it gets better eventually, I promise!" =/
The problem is more that it's almost literally the FIRST THING that happens, so it's done nothing to catch the players' attention in that first five minutes.
You see, when I played this, I never realised that these were random encounters. The DM had them prepped and ready to rock, and just blended them in.
I'll agree, you can run an AP in six months of gaming, 1 session a week, or it can take two years if your group gets sidetracked a lot, or is a large group.
| Unruly |
Well, I think my group will probably end up being on the quicker side of things when it comes to the APs. So far, they haven't really tried to do much more than the main stuff that's laid directly out in front of them in my homebrew that we're currently running. Maybe that's a sign that I'm not giving them enough hints that there are other things to do, but from how the sessions play out it just seems like it's the way they play. I have no problem with it being that way though. We're all still having fun with it, which is what matters.
Now I'm kind of anticipating the arrival of the first Reign of Winter module. I want to read through it, see how everything happens, take notes, etc. That way, if I see something that I think is going to end up being a drag, I can start thinking of ways to try fixing it.