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Carrion Crown Adventure Path
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<blockquote data-quote="lyle.spade" data-source="post: 6447700" data-attributes="member: 30042"><p><strong>2 out of 5 rating for Carrion Crown Adventure Path</strong></p><p></p><p>I played through all of books 1 and 2, and we made it about halfway through the 3rd volume before our group gave up on it. The Haunting of Harrowstone had enough flexbility in the plot, interesting NPCs and locales, and still pressure to move forward that it struck a good balance between player freedom and the demands of the story-as-expected. Book 2 seemed really forced - very much a typical "your patron wants this SO DO IT" approach to getting a party involved. It also became pretty transparent in terms of character advancement: the encounters are there to provide XP first, it feels, and story elements second. Seriously: you start the story and you know that the Beast is innocent...it's too obvious as a player...and so every 'clue' you're supposedly finding in character doesn't really help at all...there's no mystery. And the big trial is just a series of skill rolls. Our group found it, and the big battle at the end, to be very dry and predictable. By Book 3 we felt completely railroaded by the story, which again was made up of XP-generating encounters about which we did not care. For example, we wanted to skip the hunting lodge completely and keep moving after our real target...but the book demanded a long stay at the lodge, so there we were.The idea of a horror campaign really intrigued us, but good horror requires tension, and a predictable plot and obvious contrivances ruin any chance of that being maintained. I might pick up these books on sale or used for inspiration, but if you have a party that wants to be afraid or wants to unravel a mystery as players and characters, this - as written - will likely disappoint.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 6447700, member: 30042"] [b]2 out of 5 rating for Carrion Crown Adventure Path[/b] I played through all of books 1 and 2, and we made it about halfway through the 3rd volume before our group gave up on it. The Haunting of Harrowstone had enough flexbility in the plot, interesting NPCs and locales, and still pressure to move forward that it struck a good balance between player freedom and the demands of the story-as-expected. Book 2 seemed really forced - very much a typical "your patron wants this SO DO IT" approach to getting a party involved. It also became pretty transparent in terms of character advancement: the encounters are there to provide XP first, it feels, and story elements second. Seriously: you start the story and you know that the Beast is innocent...it's too obvious as a player...and so every 'clue' you're supposedly finding in character doesn't really help at all...there's no mystery. And the big trial is just a series of skill rolls. Our group found it, and the big battle at the end, to be very dry and predictable. By Book 3 we felt completely railroaded by the story, which again was made up of XP-generating encounters about which we did not care. For example, we wanted to skip the hunting lodge completely and keep moving after our real target...but the book demanded a long stay at the lodge, so there we were.The idea of a horror campaign really intrigued us, but good horror requires tension, and a predictable plot and obvious contrivances ruin any chance of that being maintained. I might pick up these books on sale or used for inspiration, but if you have a party that wants to be afraid or wants to unravel a mystery as players and characters, this - as written - will likely disappoint. [/QUOTE]
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