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Are you kidding? I added more. They lost three characters to bad rolls over the course of the AP (yes, more than against any actual combat). There was something wonderful and memorable about this band of wasteland wanderers who the first thing they checked for upon looting or searching was "yeah, but did they have any sludge?"

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It's very true, the radioactive sludge is rather fun, some groups will die for it. A person in my group rolled a 100 and got a wicked ability that has caused so much stress for me as a GM but now the group chugs the stuff whenever they find it. It's rather silly.
Overall book one is the best book IMO, it is such an awesome blend of fantasy and sci fi and just a real roller coaster ride. I printed off the tech guide and cut out the tech cards, I didn't want my players to just be able to flip through the book whenever they found something and that's something I think was a good idea, helps keep the mystery alive because they don't know every tech item that exists so when they encounter something new it truly is new.

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They found the sludge puddle in the very very first place they went in the AP, and the very first player to drink from it rolled 100 followed by a 10, which is the highest result possible and means that you go into a coma for 24 hours, live an entire lifetime on another world, and then have gained a level when you level up. Approximately six minutes into the game. There was no coming back from that.

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The OP question is a bit open-ended.. did you want advice about something specific?
I agree about not handing players the Technology Guide. Part of the charm of this AP is to relive the whole "I didn't know that existed!" cool we once had on finding new magic items, but which we lost by reading all the books.
Apart from that: don't be a slave to the books. My take is, read them all, see how they're tied together, and now you can put your own spin on them and embellish the things you like best. The Numeria sourcebook is also highly recommended for fleshing out the backdrop of the AP.

Bumborro |

The OP question is a bit open-ended.. did you want advice about something specific?
I agree about not handing players the Technology Guide. Part of the charm of this AP is to relive the whole "I didn't know that existed!" cool we once had on finding new magic items, but which we lost by reading all the books.
Apart from that: don't be a slave to the books. My take is, read them all, see how they're tied together, and now you can put your own spin on them and embellish the things you like best. The Numeria sourcebook is also highly recommended for fleshing out the backdrop of the AP.
Agreed, quite open ended. I suppose i just wanted some quick insight from those who've already run this, I figured it might be useful. :) I appreciate the advice so far!

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For the first book, I recommend taking the time to thoroughly analyze the NPCs in Torch. I didn't and was caught a bit unprepared when my players wanted to talk to them. The book doesn't give a lot of background on most of them, and it can be hard to reference because the information isn't very centralized. If you make some notes on who's who, it'll be much easier to GM the town instead of just the dungeon.

Game Master Scotty |

I and my group found this path to be very fun!
The primary issue I've had is PC death.
A number of combats where very challenging for my group because they lacked special material weapons.
Some of the "Boss fights" where brutal.
This path really rewards preparedness and brutality punished kick in the door style play.
I found many of the encounters cool, thematic and fun!
But many were also very dangerous.
It was incredibly easy for the group to get in over their heads.
Make sure you know your groups style and modify the path for it!
I haven't done so yet, but my players tell my they are having fun, even with most of my group on their third generation characters.

Brother Fen |

Generally, GM's can run a party through three to four encounters per play session (with an average of three to four hours). Just read up on everything in the coming session such as monster/NPC abilities, spells, etc. Read up on all of the characters' abilities. Make sure you review any rules subsets that may crop up during the session such as fighting underwater or in the dark or flight rules and the like.
Preparation is key. Make it fun for you and your players. That's all you need to remember.