I have a campaign outline drawn up that starts with Souls for Smugglers Shiv, continues into Tomb of Annihilation, goes through a mix of the two last chapters of Sepent's Skull and then have one or two unrelated adventures and then gets into Return to the Tomb of Horrors
It's set in Westcrown, not even in Varisia. It was hurt by being the first PF AP and by people expecting a "revolt against Cheliax" AP and instead got an incoherent marble garble with wvery little of that.
I like SD. People got annoyed by the bait and switch (which I like) and by the naughty word...
Why? Because experience enables you to avoid shortcomings, or because knowing the campaign well, you can focus on addding the little things, or something else?
I've been halfway in book one for 3 years now. I really would like to check the game out, but as I understand it, it's very spoiler heavy? (and I do want to read the books. Eventually.)
Meaning no disrespect, but all I've heard of this game (read the rules back in the 90's is all I know, really) is that it is convoluted and perhaps even more un-unified in dice mechanics than AD&D - and RIFTS should be even "worse". So I'm genuinely curious as to the truth to this and how it plays.
From what I've heard, it's a bloated mess. Besides the 29 conditions, apparently there's also variations of damage resistance that combine with armor except when you roll high and deal more damage unless you apply immunity, and remember to take into account the 13 or so weapon properties that...