Making Rise of the Runelords fun and evil as possible


Rise of the Runelords


I have been game mastering a variety of different RPGs for three years for a fairly steady group of friends. I have run mostly adventures of my own making. Some have been really bad but others amazing.
I have, however, recently run out of good ideas so I have bought the Rise of the Runelords anniversary edition. I would like advice on how to make this adventure path as exciting, entertaining, and challenging as possible for the players and I.


It starts with research.

Read up the Adventure Path, then read up material on the setting of Varisia and all the cities, towns, people, and monsters involved therein. Get a good grasp of all these elements in your head so when the players take an unexpected turn (which they always do), you're ready.

Once you're research is completed, get all the things that you liked from what you read and let your imagination go wild. Improve things that you think need improving, change things that you think won't work and from there the adventure path will become *your campaign*.

I'm planning on running it myself after my current Pathfinder campaign wraps up and that's the strategy I intend to use. Have fun!

Sovereign Court

I've just started playing RotRL. I'd say: read the excellent material, and give the players the opportunity to read stuff they "can handle". I've read the guide to Varisia and both the old and new players' guide to RotRL, since those don't overlap completely.

Note that those booklets tend to be very human-centric; if players are interested in the other major races you may need to do some research to find out what they're doing in the area. For example, there's mention of elves in the Mierani forest doing something secretive. Since I wanted to play an elf, I kinda wanted to know "what would the elves know about what the elves are doing there?"

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