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Kingmaker Adventure Path
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<blockquote data-quote="lyle.spade" data-source="post: 6447747" data-attributes="member: 30042"><p><strong>5 out of 5 rating for Kingmaker Adventure Path</strong></p><p></p><p>When PF first came out I bought the first book in this AP and our group ran it up through book 5, lasting for over a year of weekly gaming sessions spread out over two years due to breaks. We loved books 1 and 2, given that they really established and maintained the sandbox that my players wanted. The kingdom-building rules were an interesting addition and we put those to good use, writing quite a story in the process. Book 3 was only okay, and in fact we hand-waved part of it, due to the fact that the party was just not that interested in exploring this place and that - they were leaders of a nation at this point, and wanted to operate at that level.Thus, Book 4 wasa return to that level, with them having an opportunity to adventure and fight as high-level PCs, while also waging a campaign of expansion into the Slough to their kingdom's west. Book 5, where the big war with Pitax took place, was pretty good, too, although the role of the PCs as individual actors was reduced once the war began. I created an ad hoc system that enabled them, as high-level PCs, to take part in battles alongside units that used the mass combat rules, and it worked okay...just okay enough to give them the feel of being the big butt-kickers on a battlefield of low-level mooks. We opted out of Book 6, since it took a strange turn into what was supposedly the great meta-story taking place in the background all along...but was never very well communicated throughout books 1-5. That said, I think weaving credible clues throughout over 400 pages of adventure material pointing to a shadowy, insane fey queen beastie would be really tough...and perhaps a bridge too far for Paizo. Personally I think Book 6 should have consisted of the PCs' kingdom getting involved in the civil war in Brevoy, the country from which the PCs originally came in Book 1. I think that would have provided a graceful, circular story arc that came to an end with the PCs becoming major players on one side in the civil war of their homeland, now a foreign power.As it is, Book 6 was of no interest to my group, and we ended up shelving the campaign for the time being (perhaps for good; I don't know at this point) with the PCs' kingdom working to establish itself further among its neighbors, as a kingdom would.I recommend it, but if your players really love building and running their kingdom, you might want to ignore Book 6 entirely and just let them continue in that direction.If you're interested you can see our entire campaign here, on the most excellent Obsidian Portal: <a href="https://kngmkr.obsidianportal.com/dashboard" target="_blank">https://kngmkr.obsidianportal.com/dashboard</a></p></blockquote><p></p>
[QUOTE="lyle.spade, post: 6447747, member: 30042"] [b]5 out of 5 rating for Kingmaker Adventure Path[/b] When PF first came out I bought the first book in this AP and our group ran it up through book 5, lasting for over a year of weekly gaming sessions spread out over two years due to breaks. We loved books 1 and 2, given that they really established and maintained the sandbox that my players wanted. The kingdom-building rules were an interesting addition and we put those to good use, writing quite a story in the process. Book 3 was only okay, and in fact we hand-waved part of it, due to the fact that the party was just not that interested in exploring this place and that - they were leaders of a nation at this point, and wanted to operate at that level.Thus, Book 4 wasa return to that level, with them having an opportunity to adventure and fight as high-level PCs, while also waging a campaign of expansion into the Slough to their kingdom's west. Book 5, where the big war with Pitax took place, was pretty good, too, although the role of the PCs as individual actors was reduced once the war began. I created an ad hoc system that enabled them, as high-level PCs, to take part in battles alongside units that used the mass combat rules, and it worked okay...just okay enough to give them the feel of being the big butt-kickers on a battlefield of low-level mooks. We opted out of Book 6, since it took a strange turn into what was supposedly the great meta-story taking place in the background all along...but was never very well communicated throughout books 1-5. That said, I think weaving credible clues throughout over 400 pages of adventure material pointing to a shadowy, insane fey queen beastie would be really tough...and perhaps a bridge too far for Paizo. Personally I think Book 6 should have consisted of the PCs' kingdom getting involved in the civil war in Brevoy, the country from which the PCs originally came in Book 1. I think that would have provided a graceful, circular story arc that came to an end with the PCs becoming major players on one side in the civil war of their homeland, now a foreign power.As it is, Book 6 was of no interest to my group, and we ended up shelving the campaign for the time being (perhaps for good; I don't know at this point) with the PCs' kingdom working to establish itself further among its neighbors, as a kingdom would.I recommend it, but if your players really love building and running their kingdom, you might want to ignore Book 6 entirely and just let them continue in that direction.If you're interested you can see our entire campaign here, on the most excellent Obsidian Portal: [url]https://kngmkr.obsidianportal.com/dashboard[/url] [/QUOTE]
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