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Have you played or run Paizo's Adventure Paths?
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<blockquote data-quote="Capellan" data-source="post: 3773608" data-attributes="member: 6294"><p>I played through the first two adventures of AoW and loathed, loathed, loathed them (I know I am in the minority here). Whispering Cairn was like playing a CRPG: find a door there is no way to open except by completing an arbitrary miniquest; complete the miniquest; find another door there is no way to open except by completing an arbitrary miniquest; set off on that miniquest only to discover that to complete it ... you have to undertake another miniquest. Lather, Rinse, Repeat. The last fight is ridiculously deadly too (or should be, if the monsters use a modicum of their tactical advantage).</p><p></p><p>Three Faces of Evil ... man, I like Mike Mearls. I know him well enough to have slept on his couch ... but this was horrible. Just a succession of slogging, brutal battles where you're always at a tactical disadvantage and have no way to overcome that fact. All you can do is try and find the least hosed option available. Add in some other weirdness (monsters without darksight operating just fine in darkness, for instance), the railroaded path of the adventure, and the 'suspension of disbelief' jarring mental gymnastics needed to justify how the heroes can rest and recuperate in such a hostile environment, and I have a recipe for frustration and tedium.</p><p></p><p>When my character died two sessions before I was due to move out of town, I didn't bother to create a new one. The other guys switched to a new (homebrew) campaign after 3FoE was finally done and seem to have a much better time thereafter.</p></blockquote><p></p>
[QUOTE="Capellan, post: 3773608, member: 6294"] I played through the first two adventures of AoW and loathed, loathed, loathed them (I know I am in the minority here). Whispering Cairn was like playing a CRPG: find a door there is no way to open except by completing an arbitrary miniquest; complete the miniquest; find another door there is no way to open except by completing an arbitrary miniquest; set off on that miniquest only to discover that to complete it ... you have to undertake another miniquest. Lather, Rinse, Repeat. The last fight is ridiculously deadly too (or should be, if the monsters use a modicum of their tactical advantage). Three Faces of Evil ... man, I like Mike Mearls. I know him well enough to have slept on his couch ... but this was horrible. Just a succession of slogging, brutal battles where you're always at a tactical disadvantage and have no way to overcome that fact. All you can do is try and find the least hosed option available. Add in some other weirdness (monsters without darksight operating just fine in darkness, for instance), the railroaded path of the adventure, and the 'suspension of disbelief' jarring mental gymnastics needed to justify how the heroes can rest and recuperate in such a hostile environment, and I have a recipe for frustration and tedium. When my character died two sessions before I was due to move out of town, I didn't bother to create a new one. The other guys switched to a new (homebrew) campaign after 3FoE was finally done and seem to have a much better time thereafter. [/QUOTE]
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Community
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Have you played or run Paizo's Adventure Paths?
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