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<blockquote data-quote="Yair" data-source="post: 2702595" data-attributes="member: 10913"><p>I am preparing to run a Shackled City campaign from the hardcover, and although I must have read a dozen threads about it I figured I'll start one on my own. I'm looking for any advice on running it, really.</p><p></p><p>I currently intend to run it straight from the hardcover, not placing it in any existing campaign setting. I will add Action Points rules, allow Traits as the HC suggests, and allow high ability scores (78 points, buy with a 1:1 ration between 3 and 18). I expect around four players.</p><p>Does all this seem reasonable?</p><p></p><p>I'm gonna allow just about anything ruleswise: complete x, quintessential, psionics, whatever. Asides from "too much bizzare things" taste issues, did anyone have a problem with some class or spell or other feature? [specific to this campaign]</p><p></p><p>I haven't read the whole thing. I've read the first adventure, and will reread it prior to running it, and the "finishing up" and behind-the-curtain sections of the rest. Is there anything I need to know about the other adventures?</p><p></p><p>What NPCs and locations did you find the PCs returned or connected to? Did you have any noble/merchant patron? Did you feel the need to add some shops or artisans that became a standard support-NPC at your campaign?</p><p></p><p>And how did you treat the fact of Jzarszidune's size, secrecy, and points of access in Life's Bazzar? Having the abandoned neclave be unknown or only accesible through a secret door in a keymakers shop does seem problematic.</p><p></p><p>Any other advice is welcome.</p><p></p><p>Yair</p></blockquote><p></p>
[QUOTE="Yair, post: 2702595, member: 10913"] I am preparing to run a Shackled City campaign from the hardcover, and although I must have read a dozen threads about it I figured I'll start one on my own. I'm looking for any advice on running it, really. I currently intend to run it straight from the hardcover, not placing it in any existing campaign setting. I will add Action Points rules, allow Traits as the HC suggests, and allow high ability scores (78 points, buy with a 1:1 ration between 3 and 18). I expect around four players. Does all this seem reasonable? I'm gonna allow just about anything ruleswise: complete x, quintessential, psionics, whatever. Asides from "too much bizzare things" taste issues, did anyone have a problem with some class or spell or other feature? [specific to this campaign] I haven't read the whole thing. I've read the first adventure, and will reread it prior to running it, and the "finishing up" and behind-the-curtain sections of the rest. Is there anything I need to know about the other adventures? What NPCs and locations did you find the PCs returned or connected to? Did you have any noble/merchant patron? Did you feel the need to add some shops or artisans that became a standard support-NPC at your campaign? And how did you treat the fact of Jzarszidune's size, secrecy, and points of access in Life's Bazzar? Having the abandoned neclave be unknown or only accesible through a secret door in a keymakers shop does seem problematic. Any other advice is welcome. Yair [/QUOTE]
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