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Skull & Shackles Adventure Path
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<blockquote data-quote="lyle.spade" data-source="post: 6447795" data-attributes="member: 30042"><p><strong>2 out of 5 rating for Skull & Shackles Adventure Path</strong></p><p></p><p>I'll keep this short. Book 1 promised a seagoing sandbox - a great idea! In fact, it's a brilliant idea, and perfectly suited for a sandbox: PCs have their own ship, and a broad range of places to go and things to experience and do. And yet, as is Paizo's wont, there is a "story as expected," which means there is a railroad. The first portion of the story was all railroad, seemingly in an attempt to get the players to hate certain NPCs and like others. It was a clumsy attempt to establish the vibe of the genre and overall direction of the plot. I had to adjust a great deal of those 'encounters' because my players...get ready for this...THOUGHT ON THEIR OWN. They created opportunities to deal with the enemy NPCs that were way outside what the book expected or demanded, effetively short-circuiting several of the written encounters and interludes. I ended up using the NPC stats and encounters as ideas and ad-libbing rather than running the story from the book - I had no choice because my players were treating this supposed sandbox as exactly that, instead of a railroad, which it is.Book 2 offered much more freedom, but my group was already so frustrated with the limitations that they decided to no continue with it. That, and a few of them simply did not enjoy the pirate genre - which has nothing to do with the writing or encounters, of course. As I said: this AP is based on a terrific idea...brilliant...but it was brought down by a clumsy, heavy-handed plot.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 6447795, member: 30042"] [b]2 out of 5 rating for Skull & Shackles Adventure Path[/b] I'll keep this short. Book 1 promised a seagoing sandbox - a great idea! In fact, it's a brilliant idea, and perfectly suited for a sandbox: PCs have their own ship, and a broad range of places to go and things to experience and do. And yet, as is Paizo's wont, there is a "story as expected," which means there is a railroad. The first portion of the story was all railroad, seemingly in an attempt to get the players to hate certain NPCs and like others. It was a clumsy attempt to establish the vibe of the genre and overall direction of the plot. I had to adjust a great deal of those 'encounters' because my players...get ready for this...THOUGHT ON THEIR OWN. They created opportunities to deal with the enemy NPCs that were way outside what the book expected or demanded, effetively short-circuiting several of the written encounters and interludes. I ended up using the NPC stats and encounters as ideas and ad-libbing rather than running the story from the book - I had no choice because my players were treating this supposed sandbox as exactly that, instead of a railroad, which it is.Book 2 offered much more freedom, but my group was already so frustrated with the limitations that they decided to no continue with it. That, and a few of them simply did not enjoy the pirate genre - which has nothing to do with the writing or encounters, of course. As I said: this AP is based on a terrific idea...brilliant...but it was brought down by a clumsy, heavy-handed plot. [/QUOTE]
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