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<blockquote data-quote="Unwise" data-source="post: 5832580" data-attributes="member: 98008"><p>Cool, given that your interested in SoW, I'll focus on the good things that can be used to make a sweet campaign.</p><p></p><p>The core plot elements of Scales of War can be a solid basis of a campaign.</p><p></p><p></p><p>*** Spoilers Incoming ***</p><p></p><p></p><p></p><p>- Low heroic has a simple basis. Bad guy arms dealers are giving weapons to orcs and hobgoblins to encourage them to cause problems. Good basis, easy to work with, many plot holes are easily avoided. Establishes some investigation and enmity with the heroic BBEG.</p><p></p><p>- Mid heroic, is really not connected to the plot, almost at all. That is not a bad thing. With the help of that pbworks page, you can tie them in more closely, but consider using this time to further individual PC quests and background stories.</p><p></p><p>- High heroic is good, they see the culmination of the big fights that low heroic fortold and they get to take on the first BBEG. The investigations around town need a little work, but that is easily done.</p><p></p><p>- Paragon introduces some very tenuous reasons to travel to different places, however once the PCs are there, the adventures seem internally consistent for the most part. I think at this stage it becomes easier to lose sight of why they are doing the running around. I think you need to play up the effect the war is having on the world, as much of the game revolves around a war that is not in fact taking place.</p><p></p><p>- I am yet to play Epic, but the last couple of adventures look really fun. The few before that seem I am less sure about.</p><p></p><p>So as I originally said, SoW won't save you from having to come up with a plot yourself really. It overly complicates a simple basis to start with, but you can easily re-write weird plot items and keep the same encounters for the most part. After that initial hurdle, there are a few filler adventures which are fine and can he left out for a less railroaded feel.</p><p></p><p>Coming up with plots and reasons for PCs to do things is the fun bit though, I just appreciate having a bunch of encounters already laid out for me and it is pretty good at that. The advice on that pbworks site is great for making the encounters a little more sensible and less gygaxian. The authors say they could only use MM1 at that stage, so had to have odd monster combinations.</p><p></p><p>Once you have completed heroic tier, I think that the campaign takes on a life of its own, so the plot suggestions and suggested reason for doing things become less of an issue. The correlation between the theoretical campaign the authors are writing for and how any individual groups campaign actually plays widens as the AP continues. That is fine though.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5832580, member: 98008"] Cool, given that your interested in SoW, I'll focus on the good things that can be used to make a sweet campaign. The core plot elements of Scales of War can be a solid basis of a campaign. *** Spoilers Incoming *** - Low heroic has a simple basis. Bad guy arms dealers are giving weapons to orcs and hobgoblins to encourage them to cause problems. Good basis, easy to work with, many plot holes are easily avoided. Establishes some investigation and enmity with the heroic BBEG. - Mid heroic, is really not connected to the plot, almost at all. That is not a bad thing. With the help of that pbworks page, you can tie them in more closely, but consider using this time to further individual PC quests and background stories. - High heroic is good, they see the culmination of the big fights that low heroic fortold and they get to take on the first BBEG. The investigations around town need a little work, but that is easily done. - Paragon introduces some very tenuous reasons to travel to different places, however once the PCs are there, the adventures seem internally consistent for the most part. I think at this stage it becomes easier to lose sight of why they are doing the running around. I think you need to play up the effect the war is having on the world, as much of the game revolves around a war that is not in fact taking place. - I am yet to play Epic, but the last couple of adventures look really fun. The few before that seem I am less sure about. So as I originally said, SoW won't save you from having to come up with a plot yourself really. It overly complicates a simple basis to start with, but you can easily re-write weird plot items and keep the same encounters for the most part. After that initial hurdle, there are a few filler adventures which are fine and can he left out for a less railroaded feel. Coming up with plots and reasons for PCs to do things is the fun bit though, I just appreciate having a bunch of encounters already laid out for me and it is pretty good at that. The advice on that pbworks site is great for making the encounters a little more sensible and less gygaxian. The authors say they could only use MM1 at that stage, so had to have odd monster combinations. Once you have completed heroic tier, I think that the campaign takes on a life of its own, so the plot suggestions and suggested reason for doing things become less of an issue. The correlation between the theoretical campaign the authors are writing for and how any individual groups campaign actually plays widens as the AP continues. That is fine though. [/QUOTE]
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