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Kingmaker Adventure Path
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<blockquote data-quote="Lycanthropos" data-source="post: 6450243" data-attributes="member: 31245"><p><strong>4 out of 5 rating for Kingmaker Adventure Path</strong></p><p></p><p>Now that enworld.org has offered us a new system for rating and evaluating Paizo's Adventure Path, I am going to write my first review. I must start with one of the AP that has kept playing to my gaming group for several months: Kingmaker. Through the whole AP you can find a lot of new rules (that have been built up into the Ultimate Campaign). Exploration, creating and managing kingdoms, building armies and mass combat, interaction with the feywilds... that are so great additions to Pathfinder that they are now official rules. That's good. And interesting. You can realize that some of these new rules were still in development (the final edition is in Ultimate Campaign), but they served well to create the mood of starting a kingdom by their own for my party. BUT... the AP requires a lot of work from the GM in order to work. Why? Starting with the hook and plot. You are presented a country, Brevoy, close to civil war. And one of the power houses send you to start a new kingdom because it is supposed that it would be very helpful in the incoming struggle. But after this hook, no more is known about the events in Brevoy up to the 6th module. Time is supposed to pass between that first and last module. What happened in your homeland? The AP didn't say it. So you, the GM, has to work it. I love sandbox adventures, and I asume that this kind of playing needs a very specific kind of GM: creative, improvisation-capable, and resourceful. In this AP, you, as the GM, get enough knowledge of the enviroment in order to develop the world around the PCs. Kingmaker indeed does it. But again, it requires you a lot of work. I would have appreciated some hints abou how the centaurs could interact with the expanding kingdom or how to integrate the kobold's lair into your kingdom if you reached a peaceful agreement. Nevertheless, some NPC are simply great: the huge owlbear, the fey queen and his entourage, etc. And several encounters are great for roleplaying (like the sprite and his friend in Stolen Land). If you like sandbox campaign style and you are not afraid of a lot of work as a GM, this is for you. If you lack enough time to prepare your games or you were looking for a more linear campaign, that's not your AP.</p></blockquote><p></p>
[QUOTE="Lycanthropos, post: 6450243, member: 31245"] [b]4 out of 5 rating for Kingmaker Adventure Path[/b] Now that enworld.org has offered us a new system for rating and evaluating Paizo's Adventure Path, I am going to write my first review. I must start with one of the AP that has kept playing to my gaming group for several months: Kingmaker. Through the whole AP you can find a lot of new rules (that have been built up into the Ultimate Campaign). Exploration, creating and managing kingdoms, building armies and mass combat, interaction with the feywilds... that are so great additions to Pathfinder that they are now official rules. That's good. And interesting. You can realize that some of these new rules were still in development (the final edition is in Ultimate Campaign), but they served well to create the mood of starting a kingdom by their own for my party. BUT... the AP requires a lot of work from the GM in order to work. Why? Starting with the hook and plot. You are presented a country, Brevoy, close to civil war. And one of the power houses send you to start a new kingdom because it is supposed that it would be very helpful in the incoming struggle. But after this hook, no more is known about the events in Brevoy up to the 6th module. Time is supposed to pass between that first and last module. What happened in your homeland? The AP didn't say it. So you, the GM, has to work it. I love sandbox adventures, and I asume that this kind of playing needs a very specific kind of GM: creative, improvisation-capable, and resourceful. In this AP, you, as the GM, get enough knowledge of the enviroment in order to develop the world around the PCs. Kingmaker indeed does it. But again, it requires you a lot of work. I would have appreciated some hints abou how the centaurs could interact with the expanding kingdom or how to integrate the kobold's lair into your kingdom if you reached a peaceful agreement. Nevertheless, some NPC are simply great: the huge owlbear, the fey queen and his entourage, etc. And several encounters are great for roleplaying (like the sprite and his friend in Stolen Land). If you like sandbox campaign style and you are not afraid of a lot of work as a GM, this is for you. If you lack enough time to prepare your games or you were looking for a more linear campaign, that's not your AP. [/QUOTE]
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