Zinovia
Explorer
Like many of you who are playing War of the Burning Sky, what appealed to me about the series was that it was an adventure path that was something more than a series of linked dungeon crawls. It has big bad guys, an evil menace to spellcasters, a developing war, lots of diplomacy and intrigue, and a chance for the heroes to make a difference. It sounded great. But I am getting ahead of myself.
Around the time I began looking for a possible adventure path to run, our intrepid heroes were at 15th level in our 6-year long 3.5 campaign, DM'd by my husband. We were on the verge of saving the world from the demon army menace, having revealed their wicked plot to take over the neighboring country. It was epic (not literally), but the cracks in the 3.5 system math were showing. The paladin hit on a 2 for massive damage, the cleric was like unto a god, the druid laid waste to all her foes as a mighty bear, and my poor rogue was having more and more trouble making a difference in combat. The bard was our essential negotiator and party face, but in combat, well... the less said there the better. Poor bards.
We knew that the game couldn't last - and it helped that the storyline was drawing to a natural conclusion. It was time to retire those characters and try something new. I saw this as my opportunity to seize the DM's seat for the first time in many years. Given that 4E was going to be released around the same time, I planned to bring everyone over to a new system when we started the new campaign.
They didn't much like the idea.
I was a bit concerned about my ability to do a conversion of WotBS over to 4E, but there was no way I was going to DM a 3.5 edition game (shudder), and I'd already bought the first module or three by that point, and liked the story. So I spent a great deal of time re-envisioning Ragesia as a nation of Tieflings, with Coaltongue being a great leader who was trying to rebuild the lost Empire of Bael Turath in the form of Ragesia. I fiddled with names, history, and the player's guide to remake the world in a way that suited my own vision.
We started playing, and it went great. There are mistakes I made and encounters I would have done differently. Still, everyone was having fun with the power of first level characters in 4E and the development of the story. After the first couple sessions there was no longer any talk about giving up the game after the first module. I'm not sure they even know when we moved from the first one into the second.
Having purchased all of the modules for the 3.5 version (so I could read ahead and know where the plot was heading), I was now faced with a choice when the official 4E conversion was announced. Do I continue doing my own conversions or do I buy the official conversion and save myself some amount of work? There would still be some work required - I have changed dozens of names, the racial mix of entire nations, added genasi, removed half-orcs, and fiddled with the story. Would reconverting be just as much work as doing the initial conversion from 3.5 to 4E in the first place?
The more I read ahead in the modules, the more I would think "I need to put a skill challenge there", and "how on earth will I translate *that* over to 4E?" and "omg there's a lot of work involved in this!". I subscribed to the 4E conversion, with a small amount of trepidation based on some of what I had seen in the Campaign Guide and Player's Guide conversions.
The first module however did not disappoint. In fact, as I read through the 4E version of Scouring, I kept thinking, "Dang, I wish I had had this back when we ran through this adventure!" I would likely have made some of the same changes with regard to races and such that I did in my current game, but I love many of the extra encounters that have been added. The new maps, the layout, and the entire feel of the product is improved. It seems easier to follow, and easier to run than the 3.5 version. I was very impressed, and I do not say that lightly.
If the future modules continue to be of the same quality, then I will happily use every bit of them that I can, and save my time for converting those things that don't match the changes I have already made to the story, or the few conversion decisions that I may happen to disagree with. In order to make the best use of WotBS 4E, I need to level my group up some; they excel at talking their way out of combats, and are only mid-way through 4th level as they are approaching the swamps outside of Seaquen. Had we been playing the official conversion all along, we would not face this level discrepancy because of extra story-related content added in.
Overall, I am convinced that the conversion will be well worth my money, even though I already had the 3.5 modules. I can't wait to see more of them. Really. Hurry up!
A few (minor and personal) quibbles about WotBS in general (some spoilers):
[sblock]Is War of the Burning Sky perfect? Nah, nothing is really. All adventures need to be tailored to fit your party, your players, and your own ideas.
Due to my misspent youth as an SCA herald, I have several hang-ups about names for instance (having studied the esoteric art of onomastics). I hate names like "Onamdammin" It sounds too much like "NoNameDammit". Steppengard is too much like Steppenwolf -the band. Gallo is a vineyard that sells no wine before its time. Megadon should be a dinosaur with big teeth. Horstea sounds like Horse-tea. Kisten is the sexy vampire lover of the protaganist in a series of novels that the female players in my group have all read. Why do monks have Latin-style names? Bechus (Bake-us) the baker. Huh. I changed many names of both people and places to be more regionally themed - for instance Ostalin has a Mongol-theme, and a mix of Chinese and Mongolian names for people and towns. Dwarves generally have old Norse names.
I thought it was weird that Dassen is largely inhabited by dwarves but mostly ruled by humans. I feel there are too many NPC's that end up tagging along with the player group for no good reason. Torrent didn't exist in my version of the story, and Weeping Raven (not three of him) will have some info to impart about his order, and perhaps the state of things in Ostalin near the monastery, but he's not going with them for the journey. Haddin and Kristen were with the group, but Haddin wound up mind-controlling a bar-maid in one town, and got himself arrested (and poisoned while in jail). He's out of the party's hair. He was pretty obnoxious while he was with them, and that's a good thing. The party was happy to see him gone.
Serious spoiler - players don't read!
[sblock]I'm unsure of Lee Sidoneth's motives. Why is he working for Ragesia exactly? What's he getting out of betraying his city? All I could come up with was that he feels a sense of futility - that Seaquen hasn't the ability to fight Ragesia and he'd rather be on the winning side. Seems a tad flimsy though given he is respected in Seaquen and has some authority there. Furthermore the fact that I have made him the mentor to the genasi swordmage in the group makes it important that he have a solid reason for his eventual betrayal.[/sblock]
Most of these kinds of things are easily altered, although I have a big spreadsheet of names, races, and other info that I have changed by this point. It keeps getting larger with every adventure I read through. But don't let my personal quibbles discourage you from picking up this adventure. It's good.[/sblock]
Around the time I began looking for a possible adventure path to run, our intrepid heroes were at 15th level in our 6-year long 3.5 campaign, DM'd by my husband. We were on the verge of saving the world from the demon army menace, having revealed their wicked plot to take over the neighboring country. It was epic (not literally), but the cracks in the 3.5 system math were showing. The paladin hit on a 2 for massive damage, the cleric was like unto a god, the druid laid waste to all her foes as a mighty bear, and my poor rogue was having more and more trouble making a difference in combat. The bard was our essential negotiator and party face, but in combat, well... the less said there the better. Poor bards.
We knew that the game couldn't last - and it helped that the storyline was drawing to a natural conclusion. It was time to retire those characters and try something new. I saw this as my opportunity to seize the DM's seat for the first time in many years. Given that 4E was going to be released around the same time, I planned to bring everyone over to a new system when we started the new campaign.
They didn't much like the idea.
Okay, so that was heavily paraphrased. But I did persuade them that I had found a wonderful adventure path that had an interesting plot, plenty of chances for diplomacy and intrigue, and wasn't just a bunch of dungeon crawls. They agreed to try it, and 4E out, for "the first module". I tried my darndest to make it clear that the "modules" were heavily linked into a single ongoing storyline, but they didn't quite get it. They were still thinking of episodic modules where you appear *poof* at the meeting point of the mod, receive your quests, do the dungeon crawl, and return victoriously - to never encounter those particular NPC's or locations again.my players said:Modules are boring. They have no plot. They are all just dungeon crawls.
I hate combat. Modules are all about combat. 4E is all about combat. Combat isn't fun. (said the Bard).
4E will suck. We don't want to learn new rules. I heard it's too much like an MMO.
Have you ever actually DM'd before? (nah, no one said this. Aloud )
I was a bit concerned about my ability to do a conversion of WotBS over to 4E, but there was no way I was going to DM a 3.5 edition game (shudder), and I'd already bought the first module or three by that point, and liked the story. So I spent a great deal of time re-envisioning Ragesia as a nation of Tieflings, with Coaltongue being a great leader who was trying to rebuild the lost Empire of Bael Turath in the form of Ragesia. I fiddled with names, history, and the player's guide to remake the world in a way that suited my own vision.
We started playing, and it went great. There are mistakes I made and encounters I would have done differently. Still, everyone was having fun with the power of first level characters in 4E and the development of the story. After the first couple sessions there was no longer any talk about giving up the game after the first module. I'm not sure they even know when we moved from the first one into the second.
Having purchased all of the modules for the 3.5 version (so I could read ahead and know where the plot was heading), I was now faced with a choice when the official 4E conversion was announced. Do I continue doing my own conversions or do I buy the official conversion and save myself some amount of work? There would still be some work required - I have changed dozens of names, the racial mix of entire nations, added genasi, removed half-orcs, and fiddled with the story. Would reconverting be just as much work as doing the initial conversion from 3.5 to 4E in the first place?
The more I read ahead in the modules, the more I would think "I need to put a skill challenge there", and "how on earth will I translate *that* over to 4E?" and "omg there's a lot of work involved in this!". I subscribed to the 4E conversion, with a small amount of trepidation based on some of what I had seen in the Campaign Guide and Player's Guide conversions.
The first module however did not disappoint. In fact, as I read through the 4E version of Scouring, I kept thinking, "Dang, I wish I had had this back when we ran through this adventure!" I would likely have made some of the same changes with regard to races and such that I did in my current game, but I love many of the extra encounters that have been added. The new maps, the layout, and the entire feel of the product is improved. It seems easier to follow, and easier to run than the 3.5 version. I was very impressed, and I do not say that lightly.
If the future modules continue to be of the same quality, then I will happily use every bit of them that I can, and save my time for converting those things that don't match the changes I have already made to the story, or the few conversion decisions that I may happen to disagree with. In order to make the best use of WotBS 4E, I need to level my group up some; they excel at talking their way out of combats, and are only mid-way through 4th level as they are approaching the swamps outside of Seaquen. Had we been playing the official conversion all along, we would not face this level discrepancy because of extra story-related content added in.
Overall, I am convinced that the conversion will be well worth my money, even though I already had the 3.5 modules. I can't wait to see more of them. Really. Hurry up!
A few (minor and personal) quibbles about WotBS in general (some spoilers):
[sblock]Is War of the Burning Sky perfect? Nah, nothing is really. All adventures need to be tailored to fit your party, your players, and your own ideas.
Due to my misspent youth as an SCA herald, I have several hang-ups about names for instance (having studied the esoteric art of onomastics). I hate names like "Onamdammin" It sounds too much like "NoNameDammit". Steppengard is too much like Steppenwolf -the band. Gallo is a vineyard that sells no wine before its time. Megadon should be a dinosaur with big teeth. Horstea sounds like Horse-tea. Kisten is the sexy vampire lover of the protaganist in a series of novels that the female players in my group have all read. Why do monks have Latin-style names? Bechus (Bake-us) the baker. Huh. I changed many names of both people and places to be more regionally themed - for instance Ostalin has a Mongol-theme, and a mix of Chinese and Mongolian names for people and towns. Dwarves generally have old Norse names.
I thought it was weird that Dassen is largely inhabited by dwarves but mostly ruled by humans. I feel there are too many NPC's that end up tagging along with the player group for no good reason. Torrent didn't exist in my version of the story, and Weeping Raven (not three of him) will have some info to impart about his order, and perhaps the state of things in Ostalin near the monastery, but he's not going with them for the journey. Haddin and Kristen were with the group, but Haddin wound up mind-controlling a bar-maid in one town, and got himself arrested (and poisoned while in jail). He's out of the party's hair. He was pretty obnoxious while he was with them, and that's a good thing. The party was happy to see him gone.
Serious spoiler - players don't read!
[sblock]I'm unsure of Lee Sidoneth's motives. Why is he working for Ragesia exactly? What's he getting out of betraying his city? All I could come up with was that he feels a sense of futility - that Seaquen hasn't the ability to fight Ragesia and he'd rather be on the winning side. Seems a tad flimsy though given he is respected in Seaquen and has some authority there. Furthermore the fact that I have made him the mentor to the genasi swordmage in the group makes it important that he have a solid reason for his eventual betrayal.[/sblock]
Most of these kinds of things are easily altered, although I have a big spreadsheet of names, races, and other info that I have changed by this point. It keeps getting larger with every adventure I read through. But don't let my personal quibbles discourage you from picking up this adventure. It's good.[/sblock]
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