
keftiu |
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The lack or access to runes (or indeed, much of any commerce until Book 3) means that this AP either needs help with loot, or for you to use the Automatic Bonus Progression Variant rule - I’d suggest the latter. Other than that, I know there’s some plot hiccups from Books 1 to 2 that some others can provide insight on.
Otherwise, I’ve heard a lot of good things! I have a character I’m hoping to take through it someday.

willfromamerica |
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I pointed out the other day how it seems like of all the 2nd edition APs, Frozen Flame seems to get the least attention. I don’t think it’s a symptom of its quality though, rather that it serves a very niche genre of fantasy. People just seem to be less interested in the subject matter than they are in APs like Outlaws of Alkenstar or Extinction Curse, which have both been far less well-received.

keftiu |
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I wouldn't say this is forgotten - the Knights of Last Call are streaming their play-through, and so is the Glass Cannon Podcast.
Is the Glass Cannon one available as an audio pod? I might love that, if it's good.
As for the other half of this thread - Quest for the Frozen Flame is in a funny place, because it's not the best (that's fought over by Abomination Vaults and Strength of Thousands), it's not hit with pretty major flaws (Age of Ashes and its difficulty spikes, Extinction Curse's lack of coherency between plot and circus), it wasn't controversial (Agents of Edgewatch doesn't need anything more said), so it's not standing out.
It's also in a pretty idiosyncratic genre, being sort of faux-Neolithic - a lot of tables are afraid of games that aren't in a familiar shape, and might shy away from something where they can't play a knight in shiny armor or a classical wizard. "Let's go into the dungeon somewhere vaguely European" is a more universal pitch than "let's play megafauna-hunting nomads doing a Quest for Fire homage in a corner of the map with minimal prior lore," as much as I wish it weren't so. An AP that doesn't get to a major settlement until the final book isn't going to be for everyone, and that's okay.
I love it for the weird choice of setting and the neat bits of Sarkorian stuff; I eat up anything of the latter.

LoreMaster GM |
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NECR0G1ANT wrote:I wouldn't say this is forgotten - the Knights of Last Call are streaming their play-through, and so is the Glass Cannon Podcast.Is the Glass Cannon one available as an audio pod? I might love that, if it's good.
It hasn't started yet. They just announced it last week (?) and it is run by Jared Logan. I believe they want to start it off in January and are already recording. Cast is Skid, Joe, Mary Lou, and Paula Deming. The biggest down side is that it is locked behind a $10/month paywall.

mikeawmids |
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It hasn't started yet. They just announced it last week (?) and it is run by Jared Logan. I believe they want to start it off in January and are already recording. Cast is Skid, Joe, Mary Lou, and Paula Deming. The biggest down side is that it is locked behind a $10/month paywall.
No Troy, no enjoy. :(
Behind a paywall? Guess I'll go AWOL.

LoreMaster GM |
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LoreMaster GM wrote:It hasn't started yet. They just announced it last week (?) and it is run by Jared Logan. I believe they want to start it off in January and are already recording. Cast is Skid, Joe, Mary Lou, and Paula Deming. The biggest down side is that it is locked behind a $10/month paywall.No Troy, no enjoy. :(
Behind a paywall? Guess I'll go AWOL.
I would agree in that Troy is my favorite GM on the network. It will be interesting to see how Jared does with running a tactical game (so far we have only seen him play more narrative based games) and how he does a prewritten adventure (we have only seen him homebrew). But if I wasn't already a $10 subscriber, I don't think this would be enough to make me one. That being said, Timewatch with Jared, Joe, Mary Lou, and Paula Deming was a beautiful cast and excited to add Skid to that mix.

Leon Aquilla |
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I have reviews up for each AP individually if you'd like to read them.
From a meta perspective, in my opinion it doesn't play well with people who are generic wanderers/adventurers. It works best if your characters are members of the Broken Tusk and create relationships and loyalties with the various NPC's.
In my playthrough a character's father was killed protecting her from the spearblow of a traitor at the end of Book 1. She actually got really upset out of character -- not a reaction that could have been elicited had they just been adventures who had stumbled on the tribe.
The lack of detailed info about the Realm of the Mammoth Lord allows you as GM to improv your own details about their cultural practices, using the AP's limited description as a framework. So if you're the type who likes to adlib various cultural practices or quirks, it's a great AP for that.
Beyond that, it's the only AP I can think of that has you carrying around an awesome relic for half of its span, which the player who volunteered to carry it found really cool.
It is so far the best 2e AP I've played.