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Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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<blockquote data-quote="Celtavian" data-source="post: 6582023" data-attributes="member: 5834"><p>I'm far more impressed with the story that ran through all six modules of <em>Rise of the Runelords</em>. The two are not even comparable. <em>Princes of the Apoclypse</em> is a pale shadow compared to Runelords. It's the differences in inspiration that matter to me. I don't run modules as they are written. I like modules that give me lots of scenarios and bits of information for doing something I haven't seen done in adventures before. <em>Princes of the Apocalypse</em> doesn't do that for me. It feels like a rehash of old adventures that were much better. I ran <em>Temple of Elemental Evil</em> four or five times there was so much to do. I had a blast. That's why I loved Runelords.</p><p></p><p>Each module in Runelords just gave huge bits of fun for a DM to play. </p><p></p><p>The flying quasit battle at the end of the underground temple in the first module was highly memorable. It was one of the first times a quasit caused such pain to a party. The background with the female aasimar and the trapped barghest was very cool. Here was a low level demon being used as a hidden ancient evil in an ancient ruins in a very interesting fashion.</p><p></p><p>The second module with the mystery with the serial killer cult and the haunted house was huge fun. The descriptive text for the haunts got my imagination going strong. I made the haunted house memorable. The serial killer interactions I had a blast with. I was able to make the killer particularly vile.</p><p></p><p>Then you had Texas Chainsaw Massacre/Deliverance with Ogres. How can you not have fun with that? The banjo music was strong in the third module.</p><p></p><p>The third module was followed by a mini-Against the Giants scenario with a natural disaster movie and sunken riverboat mystery involving a beautiful woman as subplots.</p><p></p><p>To summarize, <em>Princes of the Apocalypse</em> doesn't offer me as much inspiration to make things interesting as <em>Rise of the Runelords</em> or even the original <em>Temple of Elemental Evil</em>. When I look at a module, I want the module to inspire me to run it and do creative things while doing so. It seems like a very basic module with encounters in a small area based on a rehashed idea WotC has trotted out in nearly every edition due to the popularity of the original <em>Temple of Elemental Evil</em>. It's not inspiring me to run it.</p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6582023, member: 5834"] I'm far more impressed with the story that ran through all six modules of [I]Rise of the Runelords[/I]. The two are not even comparable. [i]Princes of the Apoclypse[/i] is a pale shadow compared to Runelords. It's the differences in inspiration that matter to me. I don't run modules as they are written. I like modules that give me lots of scenarios and bits of information for doing something I haven't seen done in adventures before. [i]Princes of the Apocalypse[/i] doesn't do that for me. It feels like a rehash of old adventures that were much better. I ran [i]Temple of Elemental Evil[/i] four or five times there was so much to do. I had a blast. That's why I loved Runelords. Each module in Runelords just gave huge bits of fun for a DM to play. The flying quasit battle at the end of the underground temple in the first module was highly memorable. It was one of the first times a quasit caused such pain to a party. The background with the female aasimar and the trapped barghest was very cool. Here was a low level demon being used as a hidden ancient evil in an ancient ruins in a very interesting fashion. The second module with the mystery with the serial killer cult and the haunted house was huge fun. The descriptive text for the haunts got my imagination going strong. I made the haunted house memorable. The serial killer interactions I had a blast with. I was able to make the killer particularly vile. Then you had Texas Chainsaw Massacre/Deliverance with Ogres. How can you not have fun with that? The banjo music was strong in the third module. The third module was followed by a mini-Against the Giants scenario with a natural disaster movie and sunken riverboat mystery involving a beautiful woman as subplots. To summarize, [i]Princes of the Apocalypse[/i] doesn't offer me as much inspiration to make things interesting as [i]Rise of the Runelords[/i] or even the original [i]Temple of Elemental Evil[/i]. When I look at a module, I want the module to inspire me to run it and do creative things while doing so. It seems like a very basic module with encounters in a small area based on a rehashed idea WotC has trotted out in nearly every edition due to the popularity of the original [i]Temple of Elemental Evil[/i]. It's not inspiring me to run it. . [/QUOTE]
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