5 out of 5 rating for Rise of the Runelords Adventure Path
I had initially feared that RotR would just be collection of dungeons, but the campaign makes use of many styles of play (detective work, mass combat, hexcrawl/stronghold play is included as an option) and I found its variety allowed it to keep my enthusiasm for around two years of play. The NPCs are memorable and the villain can be played proactively. We found that we really bonded with the town of Sandpoint. There's lots to recommend here: some fantastic set-piece combats throughout the series, support for inventive players, puzzles, character interaction. The revised (anniversary) edition fills in a few of the original's blanks, which is very helpful. The original books 5 & 6 suffer from some of the issues of high-level 3.5 arbitrariness ("this spell = success; absence of this spell = do not progress") that the anniversary edition attempts to correct and that some GMs will simply want to handwave. Parts of the AP are definitely aimed at an adult audience (books 2 and 3) and are not for the faint-hearted - despite this, they are filled with atmospheric scenes that more than outweigh any tastelessness. In summary, RotR will stand the test of time as a campaign that brings out what people like best in a high fantasy RPG - action, mystery, adventure.