GlassJaw said:
Hey Wulf, just wanted to check on the status of Slavelords of Cydonia.
It's been at the printer for a few weeks now, had one minor hiccup that cost us a couple of days (damn custom Bad Axe font!) but is still on track to be done before Thanksgiving.
Which means in stores a couple weeks after that.
Even though I probably won't have a chance to run a campaign using it right away, I'm almost certain that I'll get it (unless it
really sucks, but I doubt that
![Cool :cool: :cool:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
).
I'm having pre-release jitters (as usual) but I keep remembering how many times I went through this product during editing and said, "Damn, that's cool!" out loud.
Slavelords is a big risk for Bad Axe-- the biggest risk we've taken to date-- and this is a
bad time to be taking risks.
I don't think this product will be for everyone, no-- certainly not for the dungeon-crawl crowd. But I think experienced GMs and players who can focus on
story are going to be very pleased. The fluff is just fantastic and there's some significant new crunch as well (particularly mass combat, which features heavily in the high-level portions of the adventure).
Also, any chance of running some demos?
Hmmm... hard to say. It is a 1st-20th career-spanning adventure, after all, so just a piece of it might fail to capture the epic coolness of it all.
Now, if I could find a local "evangelist" willing to run it regularly, I could promise significant "support," you know?
Wulf