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Iron Gods Adventure Path
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<blockquote data-quote="Stonesnake" data-source="post: 6495451" data-attributes="member: 48229"><p><strong>5 out of 5 rating for Iron Gods Adventure Path</strong></p><p></p><p>I've been playing/reading/DMing most of the adventure paths since the days of Dungeon Magazine. One of the biggest issues with these adventure paths is that they are often uneven and feel disjointed. Often when you read through an entire adventure path you feel as if they are six loosely connected adventures where the authors didn't talk to each other and coordinate stories. Iron Gods is the first adventure path in a long time where I felt they really took their time with the editing, scope, and effort to connect the books. James Jacobs outdid himself with the editing of this AP.Right from the start you know they really were planning this out as they reference events and character in future books. The pacing is fantastic as they clearly outline the structure in the 2nd book as a trilogy with each of the two books as a part of the trilogy. By structuring the pacing in a traditional 3 act arch it gives players a traditional story structure to latch onto and helps anchor a long adventure. Rarely have I seen such careful planning and structure in these adventure paths, and it's GMs dream to have the storyline carefully thought out throughout all six books.Add in the fantastic writing (the modules are some of the most detailed I have ever read), the Mad Max-style setting, unique monsters unlike anything encountered in a traditional Pathfinder game to date, and just the right amount of technology (just enough to add a technology-feel to the campaign but not enough to overwhelm) and this adventure path will go down in history as one of the best of all time.</p></blockquote><p></p>
[QUOTE="Stonesnake, post: 6495451, member: 48229"] [b]5 out of 5 rating for Iron Gods Adventure Path[/b] I've been playing/reading/DMing most of the adventure paths since the days of Dungeon Magazine. One of the biggest issues with these adventure paths is that they are often uneven and feel disjointed. Often when you read through an entire adventure path you feel as if they are six loosely connected adventures where the authors didn't talk to each other and coordinate stories. Iron Gods is the first adventure path in a long time where I felt they really took their time with the editing, scope, and effort to connect the books. James Jacobs outdid himself with the editing of this AP.Right from the start you know they really were planning this out as they reference events and character in future books. The pacing is fantastic as they clearly outline the structure in the 2nd book as a trilogy with each of the two books as a part of the trilogy. By structuring the pacing in a traditional 3 act arch it gives players a traditional story structure to latch onto and helps anchor a long adventure. Rarely have I seen such careful planning and structure in these adventure paths, and it's GMs dream to have the storyline carefully thought out throughout all six books.Add in the fantastic writing (the modules are some of the most detailed I have ever read), the Mad Max-style setting, unique monsters unlike anything encountered in a traditional Pathfinder game to date, and just the right amount of technology (just enough to add a technology-feel to the campaign but not enough to overwhelm) and this adventure path will go down in history as one of the best of all time. [/QUOTE]
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