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Hell's Vengeance Adventure Path
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<blockquote data-quote="PurpleDragonKnight" data-source="post: 7016455" data-attributes="member: 6803444"><p><strong>4 out of 5 rating for Hell's Vengeance Adventure Path</strong></p><p></p><p>This AP is different than the previous ones. This time the characters are evil and attempt to suppress a rebellion against their evil empire. In general, this is the typical good Paizo stuff. The novelty of playing evil characters add to the fun and excitement, but the GM must be able to rein in and control some of the players who may use this to derail the game. The plot in the first chapters is lukewarm, and there's no real unifying cause to bring all these evil guys together other than a statement that they are evil agents of the empire who should listen to their superiors in order to climb the evil ladder of power. A good GM will make a world of a difference. A GM that doesn't pad this AP with Golarion fluff may render this adventure lukewarm at best. The sandboxy parts of the AP are as usual a bit of a waste of time and the subsystems like Rebellion Points and Despair Meter have no real impact on the final outcome in each adventure, which begs the question why add the extra complexity and not just run this as a linear set of encounters, or at least string the encounters by some detective work by the PCs (infiltration of rebellious secret meetings, etc.)</p></blockquote><p></p>
[QUOTE="PurpleDragonKnight, post: 7016455, member: 6803444"] [b]4 out of 5 rating for Hell's Vengeance Adventure Path[/b] This AP is different than the previous ones. This time the characters are evil and attempt to suppress a rebellion against their evil empire. In general, this is the typical good Paizo stuff. The novelty of playing evil characters add to the fun and excitement, but the GM must be able to rein in and control some of the players who may use this to derail the game. The plot in the first chapters is lukewarm, and there's no real unifying cause to bring all these evil guys together other than a statement that they are evil agents of the empire who should listen to their superiors in order to climb the evil ladder of power. A good GM will make a world of a difference. A GM that doesn't pad this AP with Golarion fluff may render this adventure lukewarm at best. The sandboxy parts of the AP are as usual a bit of a waste of time and the subsystems like Rebellion Points and Despair Meter have no real impact on the final outcome in each adventure, which begs the question why add the extra complexity and not just run this as a linear set of encounters, or at least string the encounters by some detective work by the PCs (infiltration of rebellious secret meetings, etc.) [/QUOTE]
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