Man of Steel 84 |
My home group is looking to start an AP, my wife wants to take a shot at GMing more than a 1 shot adventure. She likes the idea of an adventure path so she doesnt have to come up with everything from scratch. At the same time she wants to have a drive for us to keep moving, so less open sand box, more like reading a novel and they are striving to do something before its too late. So any suggestions? Any experiences you want to share? We have not done any yet, so they would all be open.
Side note, anyone done the Thorn keep as a home game, and how did it go?
MisterSlanky |
I've done Thornkeep as a PFS home game. It's okay. The dungeon ranges from pretty damn cool to kind of boring, but it's really just that, one massive dungeon delve with very little extra information to go on. If your wife's interested in running something more pre-packaged as a campaign environment with story, I wouldn't suggest it.
Mythic Evil Lincoln |
Hard to go wrong with Rise of the Runelords. It probably has the most material and support available, it's the cheapest, it's the only one that's had a second complete editing pass after it was wrapped up.
Since you said Sandbox, Kingmaker will be mentioned. But I actually think that's one of the most advanced APs from a GM's perspective. There's a lot the GM has to account for. It's a great AP, but probably better as a second or third outing.
DM_aka_Dudemeister |
If you're looking for a tight story that keeps driving forward you can't go wrong with Jade Regent. Easily the most story driven AP by far, with interesting recurring NPCs and some wonderful set pieces.
Shattered Star is another good choice for a new GM only because it is so full of dungeon crawls which are the easiest kind of adventure to run. Again there is a fairly tight plot moving the action forward (find the artifact).