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<blockquote data-quote="amethal" data-source="post: 5818055" data-attributes="member: 22784"><p>Curse of the Crimson throne is excellent (I’ve read it but never run it).</p><p></p><p>It does seem quite challenging to run, and in my opinion requires a certain type of player (and character) to be successful. The first three episodes are set in Korvosa, and the characters need to care about the city. It’s also helpful if the players are keen on exploring the urban environment – players who prefer to sit around waiting for the adventure to come to the characters can have an ok time, but will miss out on a lot of what the city has to offer.</p><p></p><p>The players also need to understand that while the city is dangerous, and might resemble a dungeon in some aspects, it is still “civilisation”. Setting fire to buildings, hacking through angry mobs, or murdering apparently respectable citizens in front of the town guard, is generally a bad idea.</p><p></p><p>It is also clear what the city’s real problem is by the end of book 2 (astute players may figure it out a bit sooner; paranoid players may have guessed it by the end of the first session simply by jumping to conclusions). However, the PCs are not able to directly combat the problem until the start of book 6. Some players may find this frustrating.</p><p></p><p>The finale of the third book has some plotting issues, but they are the sort that the players hopefully won’t notice (i.e. the bad guy making a serious error of judgement on the assumption that the PCs are not very bright). There is also a number of uses of a 3.5 monster that has been seriously beefed up in Pathfinder, making conversion a bit tricky.</p><p></p><p>You could easily end the campaign after part 3, but after that it assumes the PCs leave Korvosa. They might be reluctant to do that, but the city has now become too dangerous for them. Some players might see that as a railroad.</p><p></p><p>Part 4 is a massive railroad – do quest A, which leads to Quest B, which leads to Quest C - but I think the encounters are very good, and the PCs are free to get off the train any time they want. Declining the challenge here will make things a bit more difficult later on, but won’t prevent them from succeeding.</p><p></p><p>Part 5 is a dungeon crawl in a pretty nasty (and somewhat one-themed) dungeon. I consider it to be a welcome change of pace, but players dedicated to urban intrigue might find it boring.</p><p></p><p>The PCs return to Korvosa for a final showdown in part 6. I don’t tend to like the last instalment of adventure paths because of the (unavoidable) high level silliness that they entail, but this one does a good job of tying up loose ends and explaining what has been going on up to this point. It also makes some of the stuff that happened earlier actually matter – NPCs might be able to help the PCs, or they might be dead, depending on earlier events.</p></blockquote><p></p>
[QUOTE="amethal, post: 5818055, member: 22784"] Curse of the Crimson throne is excellent (I’ve read it but never run it). It does seem quite challenging to run, and in my opinion requires a certain type of player (and character) to be successful. The first three episodes are set in Korvosa, and the characters need to care about the city. It’s also helpful if the players are keen on exploring the urban environment – players who prefer to sit around waiting for the adventure to come to the characters can have an ok time, but will miss out on a lot of what the city has to offer. The players also need to understand that while the city is dangerous, and might resemble a dungeon in some aspects, it is still “civilisation”. Setting fire to buildings, hacking through angry mobs, or murdering apparently respectable citizens in front of the town guard, is generally a bad idea. It is also clear what the city’s real problem is by the end of book 2 (astute players may figure it out a bit sooner; paranoid players may have guessed it by the end of the first session simply by jumping to conclusions). However, the PCs are not able to directly combat the problem until the start of book 6. Some players may find this frustrating. The finale of the third book has some plotting issues, but they are the sort that the players hopefully won’t notice (i.e. the bad guy making a serious error of judgement on the assumption that the PCs are not very bright). There is also a number of uses of a 3.5 monster that has been seriously beefed up in Pathfinder, making conversion a bit tricky. You could easily end the campaign after part 3, but after that it assumes the PCs leave Korvosa. They might be reluctant to do that, but the city has now become too dangerous for them. Some players might see that as a railroad. Part 4 is a massive railroad – do quest A, which leads to Quest B, which leads to Quest C - but I think the encounters are very good, and the PCs are free to get off the train any time they want. Declining the challenge here will make things a bit more difficult later on, but won’t prevent them from succeeding. Part 5 is a dungeon crawl in a pretty nasty (and somewhat one-themed) dungeon. I consider it to be a welcome change of pace, but players dedicated to urban intrigue might find it boring. The PCs return to Korvosa for a final showdown in part 6. I don’t tend to like the last instalment of adventure paths because of the (unavoidable) high level silliness that they entail, but this one does a good job of tying up loose ends and explaining what has been going on up to this point. It also makes some of the stuff that happened earlier actually matter – NPCs might be able to help the PCs, or they might be dead, depending on earlier events. [/QUOTE]
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