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Princes of the Apocalypse
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<blockquote data-quote="Rhenny" data-source="post: 6705105" data-attributes="member: 18333"><p><strong>5 out of 5 rating for Princes of the Apocalypse</strong></p><p></p><p>I've run about 8 sessions so far, PCs are at 3rd level, nearly 4th. We have only scratched the surface of what this campaign has to offer. I really like the way it is wide open, sandboxy, and chocked full of adventure sites and ideas that I can expand or cut as I see fit.</p><p></p><p>If I could rate it 4.5, I'd probably do that just because it is so full with NPCs, villains and locations that it is not so easy to run. I'm at my best when I use what they give me and I improvise and build on what is in the campaign. It is, at least for me, hard to adhere too faithfully to what's in the campaign unless you have a super-computer brain. That said, it provides a terrific backdrop for a campaign, and it is versatile. You can follow what's in the adventures or you can improvise and fit in what you like. That's gold.</p><p></p><p>In addition, the plot of the entire campaign develops pretty slowly. At first, I was actually afraid that the players would not learn enough information to keep them going or hook them. But, if everyone pays attention to the character hooks that the campaign provides, and they keep good notes (or get reminded of some of the things they notice along the way), it becomes like a snowball rolling downhill, growing larger and more intimidating as it rolls. That's pretty cool.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6705105, member: 18333"] [b]5 out of 5 rating for Princes of the Apocalypse[/b] I've run about 8 sessions so far, PCs are at 3rd level, nearly 4th. We have only scratched the surface of what this campaign has to offer. I really like the way it is wide open, sandboxy, and chocked full of adventure sites and ideas that I can expand or cut as I see fit. If I could rate it 4.5, I'd probably do that just because it is so full with NPCs, villains and locations that it is not so easy to run. I'm at my best when I use what they give me and I improvise and build on what is in the campaign. It is, at least for me, hard to adhere too faithfully to what's in the campaign unless you have a super-computer brain. That said, it provides a terrific backdrop for a campaign, and it is versatile. You can follow what's in the adventures or you can improvise and fit in what you like. That's gold. In addition, the plot of the entire campaign develops pretty slowly. At first, I was actually afraid that the players would not learn enough information to keep them going or hook them. But, if everyone pays attention to the character hooks that the campaign provides, and they keep good notes (or get reminded of some of the things they notice along the way), it becomes like a snowball rolling downhill, growing larger and more intimidating as it rolls. That's pretty cool. [/QUOTE]
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