Most fun to GM / Play: CotCT, Iron Gods or Strange Aeons


Pathfinder Adventure Path General Discussion

Grand Lodge

I'm looking for people who have played or GM'd at least two of the following:

  • Curse of the Crimson Throne
  • Iron Gods
  • Strange Aeons

I'm quite interested in all three of these to run as a roll20 campaign, but I need to chose one obviously. ;-)

Please reply if you've played two or all three with:
- What did you like about the AP's?
- What did you not like about the AP's?
- Why did you like one over the other (two)?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It will mostly depend on the tastes of the GM and PCs. What some will see as positive, others will see as negative.

Curse of the Crimson Throne

A solid "urban" (mostly) adventure path. Parts 4 and 5 (and part of 6) take place away from the city, though. Best parts - memorable NPCs (both friends and foes). Worst parts - some sections seem a bit forced or meaningless in relation to the main plot.

Iron Gods

A central theme to this adventure path is that it features a mix of magic and super-science in a "primitive wasteland." Structurally, it's a trilogy with each plot arc consisting of two parts. Best parts - if the group buys into the theme, it can be a lot of fun. Worst parts - if the group doesn't buy into the theme, they'll probably get frustrated; also, the GM may need to prevent the PCs from attempting to skip the second plot arc.

Strange Aeons

Other adventure paths have incorporated Lovecraftean elements, but this is the first where they are the central focus. This adventure path requires a certain level of trust between the players and the GM; structurally, it's basically a long chase sequence. Best parts - similar to Iron Gods, it can be fun if the group buys into the theme; also, the opening sequence is pretty neat. Worst parts - if the group doesn't buy into the theme, then a lot of the atmosphere can be lost.


First Choice: CotCT. It has everything -- urban intrigue, dungeons, wilderness, well developed NPCs, and even a Deck of Many Things. It was good to begin with, and then the hardback collection is even better -- they cleaned up some minor problems and added some good stuff. There's a reason this got collected; it's always been one of the top three APs. Unless you have a very unusual group of players, you can't really go wrong with Crimson Throne. (Also, it has one of the more active forums on this board, so you'll always have a chance to ask questions and bounce ideas.)

Second Choice: Strange Aeons. Lovecraft Lovecraft Lovecraft. Very well done -- I'm running it right now and having a fine old time. It is a horror AP and, as noted, four of the five modules involve a very protracted chase. If your players don't care for horror, or aren't cool with the somewhat unusual way it starts, then no. But otherwise, it's a strong contender.

Third Choice: Iron Gods. People tend to either like this a lot or... not. I'm in the not-group. I don't love the concept to begin with; I also don't think the implementation was all that great. (Like, an archer build is always going to be better than a laser pistol, type of thing.) As others have noted, it's really three plot-arcs that are only loosely connected. There are a number of annoying plot holes right from the start. ("Okay, so four other adventurer parties have gone down that hole, including the high level wizard. None have come And as to PC motivation, when a module's intro basically says "well there's no compelling reason for the PCs to go through this module except to grind and get stuff, so they may want to skip ahead", then you know there's a problem. If you think your players will go nuts for WOW D&D plus groovy sci-fi high-tech, and also your players will grind ahead without worrying too much about plot, then maybe. But honestly, I'd pick either of the other two in a flash.

Doug M.

Grand Lodge

All the hard choices. >.<

RPG Superstar 2009 Top 32

Douglas Muir 406 wrote:
Third Choice: Iron Gods. ... As others have noted, it's really three plot-arcs that are only loosely connected. There are a number of annoying plot holes right from the start. ("Okay, so four other adventurer parties have gone down that hole, including the high level wizard. None have come And as to PC motivation, when a module's intro basically says "well there's no compelling reason for the PCs to go through this module except to grind and get stuff, so they may want to skip ahead", then you know there's a problem. ...

Actually, that (what I bolded) is an even bigger problem then Mr. Muir makes it seem.

Part 1 (books 1 & 2) and Part 3 (books 5 & 6) fit together very well. So well, that the heroes would very logically want to go straight from book 2 to book 5. (Such a course of action also fits well with the PCs established motivations, based on the starting traits.)


Varun Creed wrote:

I'm looking for people who have played or GM'd at least two of the following:

  • Curse of the Crimson Throne
  • Iron Gods
  • Strange Aeons

I'm quite interested in all three of these to run as a roll20 campaign, but I need to chose one obviously. ;-)

Please reply if you've played two or all three with:
- What did you like about the AP's?
- What did you not like about the AP's?
- Why did you like one over the other (two)?

Strange Aeons - My preference of choice. The first books introduction is frightening and is easily pasteable into the Roll20 and allows for fun. It also has multiple chances of facing a reoccuring enemy, a Denizen of Leng with a dire hatred. I highly recommend introducing the sanity system as well for this one.

Iron Gods - This is my second preference, as Technology is a new system. Having magic vs. technology is pretty snavvy and they will encounter more memorable people.

Curse of the Crimson Throne - The final books artifact is awesome, and the final encounter is extremely terrifying. The one thing that I would do with this one is exercise extreme caution as there are not that many new items in the Curse of the Crimson Throne. Though they will be dealing with the Red Mantis Assassins.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

Curse is well lauded on the forums. I haven't had time to read my hardback copy yet, but skimming through it, it looks fun.

Iron Gods is... problematic. The comments above about it being a trilogy and the middle entry of that trilogy being the weakest, are completely correct. It's easy enough to fix as a GM - make the whole thing a Suicide Squad type deal where the PCs are fitted with death collars by Alling Third (the robolich) and hired on first by the town to go down the hole (cuz they are expendable) and then sent on a chase for the Princess by Alling Third himself, and finally onto Starfall b/c even Roboliches don't want ascended Alien AI Gods showing up.

More problematic though, Iron Gods is not bonkers enough. Numeria is supposed to be HEAVY METAL, and really only the 1-2, and 5-6 are heavy metal. 2 is really METAL, though... if Paizo had metalled out 3 and 4, the problems with the plot wouldn't be super critical. But The Choking Tower, while an awesome name for a Metal album, is not METAL at all, and Valley of the Brain Collectors, while it could have been METAL is kind of an exercise in throwing a bunch of disconnected stuff into a small area for the PCs to murder, and then find the Princess.

There are no motorcycle chases of mutants riding robotic velociraptors across a post-nuclear wasteland. There are not enough chainswords. There is no cybernetic ghost virus which can explode heads. Pteranodon-riding green robot chicks are kept at a minimum. No major NPC screams "I'M IN THE MACHINE" and then turns kitchen appliances into death dealing instruments of terror. No faces are ripped off to reveal that IT WAS A CYBORG ALL ALONG. David Bowie as the Man Who Fell To Earth and Iron Maiden's Eddie The Head make zero appearances.

So... yeah. I was a bit disappointed with Iron Gods. It was good, but it could have been METAL.

Haven't finished reading through Strange Aeons yet, but Book 1 is absolutely masterful. 2 is quite good, and 3 is a superb entry into the AP corpus.

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