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Pathfinder - Second Darkness adventure path
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<blockquote data-quote="balterkn" data-source="post: 4505602" data-attributes="member: 46546"><p>We just completed the first module "Shadow in the Sky" - playing under the PFRPG system (with conversions of the encounters by daemonslye on Paizo's boards).</p><p></p><p>Overall the adventure went really well. We completed in 4 x 4 hour sessions, without doing the "set piece" adventure. Three out of the 4 players are big into PF, so they had already read most of the Campaign Setting (the same three are also in another campaign doing the first adventure path).</p><p></p><p>I don't want to go into any spoilers. Essentially the main premise of being partners in a casino was sufficiently fun to work with and the provided Paizo rules were light enough to be fun. The players were able to follow the plot, which (like any AP) gets a little rail-road here and there. Although, I must say, that for the final half of the module, the players were excitedly pulling the engine along the tracks (so, I guess it doesn't matter if it is a track they want to be on, right?). I'm guessing that if they are having fun playing, and that I'm (GM) rusty from a few years of very infrequent gaming, that things aren't going so bad.</p><p></p><p>They already fell for the lead into the second module "hook, line, and sinker", so no issue in continuing.</p><p><a href="http://paizo.com/people/daemonslye" target="_blank">http://paizo.com/people/daemonslye</a></p></blockquote><p></p>
[QUOTE="balterkn, post: 4505602, member: 46546"] We just completed the first module "Shadow in the Sky" - playing under the PFRPG system (with conversions of the encounters by daemonslye on Paizo's boards). Overall the adventure went really well. We completed in 4 x 4 hour sessions, without doing the "set piece" adventure. Three out of the 4 players are big into PF, so they had already read most of the Campaign Setting (the same three are also in another campaign doing the first adventure path). I don't want to go into any spoilers. Essentially the main premise of being partners in a casino was sufficiently fun to work with and the provided Paizo rules were light enough to be fun. The players were able to follow the plot, which (like any AP) gets a little rail-road here and there. Although, I must say, that for the final half of the module, the players were excitedly pulling the engine along the tracks (so, I guess it doesn't matter if it is a track they want to be on, right?). I'm guessing that if they are having fun playing, and that I'm (GM) rusty from a few years of very infrequent gaming, that things aren't going so bad. They already fell for the lead into the second module "hook, line, and sinker", so no issue in continuing. [URL="http://paizo.com/people/daemonslye"][/URL] [/QUOTE]
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