Douglas Muir 406 |
The first module is basically a gigantic dungeon crawl, except that it's an insane asylum instead of a dungeon.
The middle two modules are pretty railroady. But the railroad is cleverly set up: you're chasing someone! Also, the third module is one half very good (a trip down a river, having loosely connected encounters) and one half *amazing* (the Dreamlands), so that mitigates the railroadiness a lot. The last two modules include some insane sandboxes that can be taken in different orders; they're not railroady at all.
(For the record, my take on the six modules of this AP goes something like Very Good -- Okay -- Holy crap, that was amazing! -- Eh -- Very Good -- Very Good.)
Doug M.
GRuzom |
The first module is basically a gigantic dungeon crawl, except that it's an insane asylum instead of a dungeon.
The middle two modules are pretty railroady. But the railroad is cleverly set up: you're chasing someone! Also, the third module is one half very good (a trip down a river, having loosely connected encounters) and one half *amazing* (the Dreamlands), so that mitigates the railroadiness a lot. The last two modules include some insane sandboxes that can be taken in different orders; they're not railroady at all.
(For the record, my take on the six modules of this AP goes something like Very Good -- Okay -- Holy crap, that was amazing! -- Eh -- Very Good -- Very Good.)
Doug M.
Thanks, it sounds really interesting - I'll buy the first one and get a closer look!