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Look what showed up on my door: Loot and Shadows of Eldoran
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<blockquote data-quote="SteveC" data-source="post: 6400711" data-attributes="member: 9053"><p>So I just had session three of my 13th Age game, and wanted to write a little more about the adventure.</p><p></p><p>I'm really enjoying running it so far because of its structure. I'm not going to do any spoiler here (but the Story Hour will update tomorrow with episode 2, which is full of spoilers!)</p><p></p><p>The adventure has an initial scene that serves as a sort of hub. When you finish the scene, you have about half a dozen leads to pursue, each of which can lead to each other. Essentially, the group can investigate any number of leads, each of which will take you eventually to what's really going on.</p><p></p><p>The game has a progression where "lead x tells you about faction y, which in turn tells you about faction z." The cool thing is, if you made a different choice, you could have gone directly to z, which might have led you back to x." Confusing? It's tough to write more without spoilers.</p><p></p><p>One thing that might be considered an issue by some, is that it uses a little Illusionism: the GM is given the option as to where the clues lead to, so the group can skip sections of the adventure if it's getting too long. I like this style of play, but some don't.</p><p></p><p>Each of the leads and locations is well detailed, with NPCs and information gathering. I'm choosing to focus on some of these characters that tie into the group's background in my story hour.</p><p></p><p>I would recommend this adventure as a starter over the current 5E offerings, actually.</p></blockquote><p></p>
[QUOTE="SteveC, post: 6400711, member: 9053"] So I just had session three of my 13th Age game, and wanted to write a little more about the adventure. I'm really enjoying running it so far because of its structure. I'm not going to do any spoiler here (but the Story Hour will update tomorrow with episode 2, which is full of spoilers!) The adventure has an initial scene that serves as a sort of hub. When you finish the scene, you have about half a dozen leads to pursue, each of which can lead to each other. Essentially, the group can investigate any number of leads, each of which will take you eventually to what's really going on. The game has a progression where "lead x tells you about faction y, which in turn tells you about faction z." The cool thing is, if you made a different choice, you could have gone directly to z, which might have led you back to x." Confusing? It's tough to write more without spoilers. One thing that might be considered an issue by some, is that it uses a little Illusionism: the GM is given the option as to where the clues lead to, so the group can skip sections of the adventure if it's getting too long. I like this style of play, but some don't. Each of the leads and locations is well detailed, with NPCs and information gathering. I'm choosing to focus on some of these characters that tie into the group's background in my story hour. I would recommend this adventure as a starter over the current 5E offerings, actually. [/QUOTE]
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Look what showed up on my door: Loot and Shadows of Eldoran
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