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<blockquote data-quote="Starfox" data-source="post: 6463637" data-attributes="member: 2303"><p><strong>4 out of 5 rating for Iron Gods Adventure Path</strong></p><p></p><p>First, I've only read this adventure path, not actually played it. Second, I've only read half of it yet - the rest remains to be published. So I can really only give general impressions. This is something odd for Pathfinder, and could easily be moved out of fantasy and into a post-holocaust or even a pulp game with very few changes. It features very high tech. By default the players are not expected to be able to understand this tech, but there are options for how they would if the GM lets them at it. The setting is mostly wilderness and small towns (tough that will change for the last installments I think) and the action is split between wilderness and installations (dungeons). The first part is a dungeon that is not very exiting to me - I am not a big fan of big dungeons. The second part is in a scrap-heap settlement, and so far this is the part that really impresses me. The setting is lovely, featuring various gangs you have to interact with. It ends up in a smaller dungeon with a very scary feel - much better than the big one in part 1. Part three is in a town in the wilderness with adjacent dungeon, and has a nice feel of xenophobia. And that is all the parts I've read. The players are not led by the nose through these scenarios, but the overall plot is pretty linear, as usual for adventure paths. I give this 4 stars, which is kind of my standard for a Pazio advenure path - the production values are great, but the plot might not be to everyone's liking and, well, I can't rate them all 5 or the rating would be failry uninteresting.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6463637, member: 2303"] [b]4 out of 5 rating for Iron Gods Adventure Path[/b] First, I've only read this adventure path, not actually played it. Second, I've only read half of it yet - the rest remains to be published. So I can really only give general impressions. This is something odd for Pathfinder, and could easily be moved out of fantasy and into a post-holocaust or even a pulp game with very few changes. It features very high tech. By default the players are not expected to be able to understand this tech, but there are options for how they would if the GM lets them at it. The setting is mostly wilderness and small towns (tough that will change for the last installments I think) and the action is split between wilderness and installations (dungeons). The first part is a dungeon that is not very exiting to me - I am not a big fan of big dungeons. The second part is in a scrap-heap settlement, and so far this is the part that really impresses me. The setting is lovely, featuring various gangs you have to interact with. It ends up in a smaller dungeon with a very scary feel - much better than the big one in part 1. Part three is in a town in the wilderness with adjacent dungeon, and has a nice feel of xenophobia. And that is all the parts I've read. The players are not led by the nose through these scenarios, but the overall plot is pretty linear, as usual for adventure paths. I give this 4 stars, which is kind of my standard for a Pazio advenure path - the production values are great, but the plot might not be to everyone's liking and, well, I can't rate them all 5 or the rating would be failry uninteresting. [/QUOTE]
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