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Pathfinder Review: Rise of the Runelords Anniversary Edition
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<blockquote data-quote="Jester David" data-source="post: 7648748" data-attributes="member: 37579"><p>Reviewing the AP without spoilers: </p><p>It's your typical D&D fantasy campaign. Very archetypal. Generic heroic fantasy but still enjoyable. </p><p>It has the standard D&D/Pathfinder tropes, with magic items and the PCs as good guys doing the right thing because they're good guys. There's the standard small town in the wild areas of a larger nation built atop the remnants of a massive fallen empire or two that left dungeons and ruins across the landscape. </p><p></p><p>The plot is your standard fare: things start small with problems that seem self-contained but eventually tie into a much larger story. </p><p></p><p>What makes it is the use of classic monsters being reimagined by the Paizo staff, tweaked just enough to make them fit their world and have a different feel than the standard D&D interpretation. </p><p>It doesn't try and reinvent the wheel and sticks fairly close to the design of your average D&D campaign. Later Adventure Paths do very different things, but because this was the first Pathfinder Adventure Path <em>and</em> the introduction to the campaign setting (the world of Golarion) they wanted something basic and familiar yet fun and exciting.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7648748, member: 37579"] Reviewing the AP without spoilers: It's your typical D&D fantasy campaign. Very archetypal. Generic heroic fantasy but still enjoyable. It has the standard D&D/Pathfinder tropes, with magic items and the PCs as good guys doing the right thing because they're good guys. There's the standard small town in the wild areas of a larger nation built atop the remnants of a massive fallen empire or two that left dungeons and ruins across the landscape. The plot is your standard fare: things start small with problems that seem self-contained but eventually tie into a much larger story. What makes it is the use of classic monsters being reimagined by the Paizo staff, tweaked just enough to make them fit their world and have a different feel than the standard D&D interpretation. It doesn't try and reinvent the wheel and sticks fairly close to the design of your average D&D campaign. Later Adventure Paths do very different things, but because this was the first Pathfinder Adventure Path [i]and[/i] the introduction to the campaign setting (the world of Golarion) they wanted something basic and familiar yet fun and exciting. [/QUOTE]
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Pathfinder Review: Rise of the Runelords Anniversary Edition
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