AP for "Roll" players instead of "Role" players


Advice


I"m looking for some advice on which AP to run for a group of my friends, three of which I've been playing with since high school (almost 35 years now) one of which has an attention deficit problem, another who has been playing for over 20 years, and one of my friends wives who is brand new to roleplaying.
We tried playing Kingmaker but the sandboxy nature of it and the wash, rinse, repeat of the exploration factor soon had them bored. So, to that end I'm looking for something a bit more railroady. Given the nature of the group I'd also like to avoid anything with a sub-system involved with it (ala Kingmaker).
I was thinking Mummy's Mask or Shattered Star might be a good fit but wanted to see if I'm overlooking any other AP's that might fit the bill.


Vanulf Wulfson wrote:

I"m looking for some advice on which AP to run for a group of my friends, three of which I've been playing with since high school (almost 35 years now) one of which has an attention deficit problem, another who has been playing for over 20 years, and one of my friends wives who is brand new to roleplaying.

We tried playing Kingmaker but the sandboxy nature of it and the wash, rinse, repeat of the exploration factor soon had them bored. So, to that end I'm looking for something a bit more railroady. Given the nature of the group I'd also like to avoid anything with a sub-system involved with it (ala Kingmaker).
I was thinking Mummy's Mask or Shattered Star might be a good fit but wanted to see if I'm overlooking any other AP's that might fit the bill.

Dotting for future


Shattered Star definitely has a "Roll" playing aspect, lots of dungeon crawls in the first two modules, haven't gone farther than that yet. I would imagine Emerald Spire would be a good option too.


I think Shattered Star is pretty much the AP for this. Lots of dungeons, and you could cut out all the intervening connections between them to make it really hard railroady instead of just mostly railroady.


I agree, shattered star. that being said, every AP comes with some kind of sub-system, so maybe just expect to have one and maybe try to work around it


Legacy of Fire. No subsystem, multiple multilevel dungeons, combat and exploration heavy. Requires conversion from 3.5

Shadow Lodge

Age of Worms.


Castle Ravenloft.


Thanks for the suggestions. We've already done RotRL, LoF and CotCT in 3.5, so those three are off the table as well. As I said before the reason I want to avoid any sub-systems (Mythic, as well) is because one of them is brand new to roleplaying and I don't want to muddy the waters too much and have them be overwhelmed.


As an example of what I'm dealing with here I once asked them for backgrounds for their characters only one of them did and what I got was a re-telling of Superboy's origin from Young Justice, only substituting a Wizard for Superman.

Dark Archive

Giantslayer seems pretty classic hack and slash.


TOZ wrote:
Age of Worms.

I also vote for Age of Worms, with Savage Tide in second place.


Vanulf Wulfson wrote:
As an example of what I'm dealing with here I once asked them for backgrounds for their characters only one of them did and what I got was a re-telling of Superboy's origin from Young Justice, only substituting a Wizard for Superman.

Strange Aeons. First book is effectively one large-dungeon, and the players start with no backstory or memories. The personalities are those that develop at the table and not some origin story. Your new roleplayer can start with a clean slate and determine for himself what kind of personality he wants his character to develop as the sessions go on without the baggage of pre-existing character development.

Scarab Sages

Perhaps something non-paizo, like Rappan Athuk, Slumbering Tzar or something else from Frog God Games?


It sounds to me like you'd be better off with a dungeon generator or dungeon crawl style book than an AP. Those by nature have both combat and socializing.


+1 for the Emerald Spire.


Yeah, Emerald Spire is just a mega-dungeon without a lot of roleplaying. If that's really what you're after, bam -- there you go.

If you want to stick with an AP...

1) Giantslayer is pretty solid hack-and-slash. There are some problems with the first module (assassin encounter, waves of orcs) but most of these can be solved by appropriate character design. No subsystems, pretty simple. In fact, the biggest complaint about Giantslayer is that it's TOO straightforward and "old school". So, could be a good fit for you!

2) Strange Aeons is basically one big dungeon crawl but fair warning: it's a horror-themed module and a Lovecraft-themed AP. As noted, you wake up with no memories (and locked up in the basement of an insane asylum gone bad), so if your players want to develop RPing, they can do so organically. I think this could either work amazingly well for your group or not at all. No subsystems.

3) Carrion Crown, same same: it's the other horror-themed AP, and most of the first module is a dungeon. That module has some roleplaying but it can easily be skipped without affecting play much. (It's MAW that almost everyone in town is suspicious of strangers and disinclined to talk, so just run with that.) No subsystem except for the Trust Point mechanic in volume 1, which the designers acknowledge is broken, which works behind the scenes anyway, and which can and should be ignored. I guess Trial of the Beast and the werewolf one have some roleplaying. The werewolf one has a game of Werewolf with actual werewolves, which is cute.

4) I'm surprised nobody has mentioned Serpent's Skull. Yes, it gets super grindy in the back half. But that might be good here! Also, it starts with the PCs shipwrecked on a tropical island that has every tropical island trope in the book, from pterodactyls to diseases to a cannibal tribe. Very little roleplaying in the first book, because you don't meet a lot of NPCs and most of the ones you do meet are evil and trying to kill you. Also, while it's sandboxy like Kingmaker it's *not* lather-rinse-repeat. You wander around the island picking up plot tokens and hooks, but you have a plot thread pulling you along (find the SOB who got you marooned) and stuff happens that has consequences. Book two is a race across wilderness to a lost city, very Indiana Jones. Again, not much roleplaying. Best of all, the first module is unusually standalone -- you're just trying to get off that darn island. So if it's not working for your players, then at the end of part one you can switch to something else altogether.

Good luck, and let us know how it goes!

Doug M.


I can say that my delve into Emerald Spire seems to have a fair bit of Roll playing, complete with "Okay, we KNOW there are traps around here, so let's take the 10 foot pole and prod the floor until we find them" moments.

Grand Lodge

Emerald spire can have almost 0 role play, if you choose so. Ran it for my group of roll players and they enjoyed it.


You can convert the 3.5 "Expedition to Castle Greyhawk" hardback and run that. Not a lot of roleplaying in that one, from what I've read so far.


I am massively confused by people saying Strange Aeons is just a dungeon crawl. I'm running this AP for some folks and there is massive amounts of roleplay and character development not only baked into the story, but intrinsic to the plot and required for advancement.

Sure, you can cut it all out by removing puzzles, problems, encounters and NPCs to make it just a dungeon crawl, but by standard every AP can be just a dungeon crawl.


Pretty much every AP I am familiar with can fit. Our group tends to be more on the Roll-play side and we have had a lot of fun with Savage Tide and RotRL. As the GM, just count on them to do less free-will decision making and push them towards the right places.

Of the large campaigns I am familiar with, I would put Emerald Spire at the top, like many others here. There is some crossover tie-in with nearby Thornkeep if you wanted to branch out some and bring some of that into play too.


It's hard to judge this as a player in an AP, because the amount of RollvRole can vary a lot from group to group. I just started playing in Giant Slayer and we're getting a lot of "role" in, and I've played in Hell's Rebels which should be a lot of "role", but we mostly just treated it as a dungeon crawl. But I've had equal amounts of fun in both.


'Sani wrote:
I am massively confused by people saying Strange Aeons is just a dungeon crawl.

My bad. I should have said, the *first* module in that AP is a big dungeon crawl. After that, yeah, it mixes things up a lot and there are a lot more NPCs and interaction. Point.

Doug M.


Douglas Muir 406 wrote:
'Sani wrote:
I am massively confused by people saying Strange Aeons is just a dungeon crawl.

My bad. I should have said, the *first* module in that AP is a big dungeon crawl. After that, yeah, it mixes things up a lot and there are a lot more NPCs and interaction. Point.

Doug M.

Even book 1, despite all taking place in a single building, is dripping with RP. There are page long write ups for NPCs, roleplay conversations, and ways that the party can roleplay with hostile monsters. As written, you can't even access part 3 of the book without RP.

Spoiler:
Unless your group can, while all completely blind in deeper darkness, somehow defeat a monster that can force characters to make constant DC 16 will saves against becoming fatigued/exhausted/asleep, and render them all mute so they can't coordinate while mimicking their voices to confuse them. While level 2.

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