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<blockquote data-quote="Hussar" data-source="post: 3222155" data-attributes="member: 22779"><p>As a rabid fanbois of the WLD, I'd second what JD has said here. Region A is boring. It is. There are all sorts of reasons for it, but, that's what it boils down to. However, once you get past that first region, the WLD has some absolutely fantastic set pieces. Come on, an entire dungeon made out of living flesh which infects you if you use healing magic? That's cool. </p><p></p><p>And, for the first time in twenty some years of gaming, I'm FINALLY going to use a Tarrasque in an adventure. I've had all sorts of firsts DMing this thing and that's what's groovy about the WLD.</p><p></p><p>And, really, I think that's what groovy about the AP's as well. The idea that the campaign is going to actually go into the double digits without fizzling is just great. I've DM'd and played far too many games that have started great then settled, then fizzled for any number of reasons, but usually due to lack of focus.</p><p></p><p>Why 12? Well, that makes 1 adventure/2 levels (or thereabouts). Let's face it, an adventure for 1 level is SHORT. 13 1/3 encounters. Whoopee. We're talking a 6 page booklet. Never mind that shelling out for 20 modules is a bit much as well.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3222155, member: 22779"] As a rabid fanbois of the WLD, I'd second what JD has said here. Region A is boring. It is. There are all sorts of reasons for it, but, that's what it boils down to. However, once you get past that first region, the WLD has some absolutely fantastic set pieces. Come on, an entire dungeon made out of living flesh which infects you if you use healing magic? That's cool. And, for the first time in twenty some years of gaming, I'm FINALLY going to use a Tarrasque in an adventure. I've had all sorts of firsts DMing this thing and that's what's groovy about the WLD. And, really, I think that's what groovy about the AP's as well. The idea that the campaign is going to actually go into the double digits without fizzling is just great. I've DM'd and played far too many games that have started great then settled, then fizzled for any number of reasons, but usually due to lack of focus. Why 12? Well, that makes 1 adventure/2 levels (or thereabouts). Let's face it, an adventure for 1 level is SHORT. 13 1/3 encounters. Whoopee. We're talking a 6 page booklet. Never mind that shelling out for 20 modules is a bit much as well. [/QUOTE]
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