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<blockquote data-quote="Gavriel" data-source="post: 6456493" data-attributes="member: 6786748"><p><strong>4 out of 5 rating for Iron Gods Adventure Path</strong></p><p></p><p>I've only been through the first two volumes of this adventure path, so this might change as I get further in. Over the years, Paizo has become known for pushing the bounds of traditional fantasy in their storytelling. Sure the system might be tired, but you can't deny the steps the company has taken to buck many of the tropes that define classic fantasy settings and provide us with a more inclusive, forward thinking view of what fantasy can be. When I first heard about Iron Gods, I was excited for two reasons. First, it promised to blur the line between science fiction and fantasy without resorting to hokey concepts like "magitech". Second, I knew that Numeria, the AP's setting, was a favored creation of Creative Director James Jacobs, this meant that I could be sure that he would give every volume his full attention and passion. With so many books being published by Paizo every year, many of the stories have to be compromised on in order to meet the demands of their hectic publication schedule. I knew that James Jacobs would not compromise when it came to his favorite setting, and that dedication shows in the first two volumes. My favorite part about this AP is that it provides such a unique and interesting cast of villains, really giving the GM the ability to go wild with the descriptions of psychotic robots and alien creatures. It also uses a large number of original monsters not found in any of the bestiaries, mitigating player knowledge of the enemies' abilities and weaknesses and leading to a campaign that is far less likely to involve meta-gaming, a pet peeve of mine. Standard creatures like skeletons, orcs, and ratkin are made interesting again by equipping them with ancient and often malfunctioning technological weaponry or strange mutations that keep the players off balance. Every time I hear a player say the words "wait, it can do that?" I want to grin from ear to ear. I only give this AP a four because I feel like it still suffers from some mediocre design in the department of the technical gear that appears in it (it's mostly just inferior and more expensive versions of magic items that already exist). But I do like that my players are getting to experience new items and an unpredictable meta atmosphere that makes optimizing a character very difficult. It reminds me a bit of our early games, before people looked up guides for everything and knew exactly what items they planned their character to utilize from first level all the way to endgame. Overall, if you have a group that's looking to try something new, or are looking for a way to give your players a sense of mystery and danger that your group may be feeling a lack of after killing their 85th lord of the undead, then this story may be just the thing you are looking for.</p></blockquote><p></p>
[QUOTE="Gavriel, post: 6456493, member: 6786748"] [b]4 out of 5 rating for Iron Gods Adventure Path[/b] I've only been through the first two volumes of this adventure path, so this might change as I get further in. Over the years, Paizo has become known for pushing the bounds of traditional fantasy in their storytelling. Sure the system might be tired, but you can't deny the steps the company has taken to buck many of the tropes that define classic fantasy settings and provide us with a more inclusive, forward thinking view of what fantasy can be. When I first heard about Iron Gods, I was excited for two reasons. First, it promised to blur the line between science fiction and fantasy without resorting to hokey concepts like "magitech". Second, I knew that Numeria, the AP's setting, was a favored creation of Creative Director James Jacobs, this meant that I could be sure that he would give every volume his full attention and passion. With so many books being published by Paizo every year, many of the stories have to be compromised on in order to meet the demands of their hectic publication schedule. I knew that James Jacobs would not compromise when it came to his favorite setting, and that dedication shows in the first two volumes. My favorite part about this AP is that it provides such a unique and interesting cast of villains, really giving the GM the ability to go wild with the descriptions of psychotic robots and alien creatures. It also uses a large number of original monsters not found in any of the bestiaries, mitigating player knowledge of the enemies' abilities and weaknesses and leading to a campaign that is far less likely to involve meta-gaming, a pet peeve of mine. Standard creatures like skeletons, orcs, and ratkin are made interesting again by equipping them with ancient and often malfunctioning technological weaponry or strange mutations that keep the players off balance. Every time I hear a player say the words "wait, it can do that?" I want to grin from ear to ear. I only give this AP a four because I feel like it still suffers from some mediocre design in the department of the technical gear that appears in it (it's mostly just inferior and more expensive versions of magic items that already exist). But I do like that my players are getting to experience new items and an unpredictable meta atmosphere that makes optimizing a character very difficult. It reminds me a bit of our early games, before people looked up guides for everything and knew exactly what items they planned their character to utilize from first level all the way to endgame. Overall, if you have a group that's looking to try something new, or are looking for a way to give your players a sense of mystery and danger that your group may be feeling a lack of after killing their 85th lord of the undead, then this story may be just the thing you are looking for. [/QUOTE]
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