delericho
Legend
My group meet on an almost weekly basis for game sessions of about 6 hours each. We've had to accelerate the rate of play lately because I'm having to move away soon, and we wanted to finish before we do, but we've also missed a fair few weeks for one reason or another. We've been playing the campaign, starting "Life's Bazaar" on the 7th of August last year, and finished tonight. So, that's eleven months of gaming.
And it's been a blast! We started the campaign because I was burnt out on preparation, and wanted to do something lighter. Popcorn-D&D if you will. Within a few short weeks, it had totally reinvigorated the group, and I was plotting my next campaign with fiendish glee.
Of course, it's not been flawless - there seemed to be a bit too much of a "mission of the week" feel to a lot of the adventures, and not really enough foreshadowing. The campaign also seemed to be extremely hard on PCs at times, although we certainly had a lot of good-natured fun at the player of the rogue when he got disintegrated again.
I think the biggest problems came right at the end. I posted last week about the opening encounter of Asylum, which I thought (and still think) is over-powered. Additionally, I'm 99% convinced that the final encounter will result in a TPK if run as written. The villain has certain spell-like abilties that, at the caster level in question, will simply annihilate any non-epic party.
(Oh, and I was gutted that we didn't get the group all the way to 20th level. But that was a function of my group size, and nothing to do with the actual adventures.)
I toned down that last villain quite significantly, and the last encounter ran to the wire. The PCs had maybe three rounds left in them, and then it would have been all over for them. When they triumphed, there was a cheer from the group. The multiverse was safe again!
In all, I highly recommend this campaign to any who haven't tried it. I would like to take this opportunity to thank the team at Dungeon for many excellent game sessions.
And it's been a blast! We started the campaign because I was burnt out on preparation, and wanted to do something lighter. Popcorn-D&D if you will. Within a few short weeks, it had totally reinvigorated the group, and I was plotting my next campaign with fiendish glee.
Of course, it's not been flawless - there seemed to be a bit too much of a "mission of the week" feel to a lot of the adventures, and not really enough foreshadowing. The campaign also seemed to be extremely hard on PCs at times, although we certainly had a lot of good-natured fun at the player of the rogue when he got disintegrated again.
I think the biggest problems came right at the end. I posted last week about the opening encounter of Asylum, which I thought (and still think) is over-powered. Additionally, I'm 99% convinced that the final encounter will result in a TPK if run as written. The villain has certain spell-like abilties that, at the caster level in question, will simply annihilate any non-epic party.
(Oh, and I was gutted that we didn't get the group all the way to 20th level. But that was a function of my group size, and nothing to do with the actual adventures.)
I toned down that last villain quite significantly, and the last encounter ran to the wire. The PCs had maybe three rounds left in them, and then it would have been all over for them. When they triumphed, there was a cheer from the group. The multiverse was safe again!
In all, I highly recommend this campaign to any who haven't tried it. I would like to take this opportunity to thank the team at Dungeon for many excellent game sessions.


