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Campaigns in a box (a la SCAP)
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<blockquote data-quote="Gregor" data-source="post: 3380957" data-attributes="member: 11751"><p>***This may have spoilers so watch out***</p><p></p><p></p><p></p><p></p><p></p><p>I highly recommend the Savage Tide AP (STAP) for a number of reasons, the chief of which is that it responds to all the issues you had with SCAP.</p><p></p><p>First, STAP ensures that the PCs are never in one place for too long. Travel is a big part of the campaign, especially on the high seas (which is awesome). </p><p></p><p>Second, the PCs' travels take them to various locales and they encounter very different monsters and NPCs in each of the modules. This has helped to keep the game fresh for me as a DM and has also worked to constantly keep the players on their toes. Moreover, the STAP uses some monsters that I normally would not use so it has brought something new to me as well.</p><p></p><p>Third, the story is really interesting and there are many, many opportunities for the PCs to interact and roleplay with an ongoing cast of NPCs - despite their travels. So far, the major enemies have been pirates, demons, dinosaurs and the vile Kopru! ... how cool is that? </p><p></p><p>Fourth, each module has taken a different approach and none of them have been dungeon crawls which is refreshing (my group is about to start the 6th module and there still has not been a big dungeon crawl; rumour is that the 7th module will be one). Modules have included things like fighting mutated savage pirates in a pirate cove, a 3 month sea voyage to the distant Isle of Dread, attempting an overland march across lethal cliff-faces and jungles towards a distant colony while protecting NPCs, working to improve, defend and strengthen said colony, and fight to defend it in a mass battle against an evil pirate fleet.</p><p></p><p>All in all, its an awesome campaign arc so far and I highly recommend it.</p></blockquote><p></p>
[QUOTE="Gregor, post: 3380957, member: 11751"] ***This may have spoilers so watch out*** I highly recommend the Savage Tide AP (STAP) for a number of reasons, the chief of which is that it responds to all the issues you had with SCAP. First, STAP ensures that the PCs are never in one place for too long. Travel is a big part of the campaign, especially on the high seas (which is awesome). Second, the PCs' travels take them to various locales and they encounter very different monsters and NPCs in each of the modules. This has helped to keep the game fresh for me as a DM and has also worked to constantly keep the players on their toes. Moreover, the STAP uses some monsters that I normally would not use so it has brought something new to me as well. Third, the story is really interesting and there are many, many opportunities for the PCs to interact and roleplay with an ongoing cast of NPCs - despite their travels. So far, the major enemies have been pirates, demons, dinosaurs and the vile Kopru! ... how cool is that? Fourth, each module has taken a different approach and none of them have been dungeon crawls which is refreshing (my group is about to start the 6th module and there still has not been a big dungeon crawl; rumour is that the 7th module will be one). Modules have included things like fighting mutated savage pirates in a pirate cove, a 3 month sea voyage to the distant Isle of Dread, attempting an overland march across lethal cliff-faces and jungles towards a distant colony while protecting NPCs, working to improve, defend and strengthen said colony, and fight to defend it in a mass battle against an evil pirate fleet. All in all, its an awesome campaign arc so far and I highly recommend it. [/QUOTE]
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