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Kingmaker Adventure Path
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<blockquote data-quote="NewJeffCT" data-source="post: 6467897" data-attributes="member: 10784"><p><strong>3 out of 5 rating for Kingmaker Adventure Path</strong></p><p></p><p>The first two adventures are very much a sandbox, but my group went straight for the main villain each time, no matter how often potential side quests and other options came along. Only once the group defeated the Stag Lord & his cronies in book 1 did my group lose their laser-like focus on him and start going back & delving into exploring the area and clearing the hexes. The same with book 2. The other options just were not interesting enough to get them off focus. Since I had some ideas about book 6 along the way, I did drop a few hints & some foreshadowing about what was potentially coming down the road, so book 6 didn't come completely out of left field as others have stated above. Also, if your group isn't into bookkeeping, the DM will be the one that's left to track the ups & downs of the kingdom and its finances, which was an unforeseen chore for me. I just had them make some decisions in the beginning and asked for reactions to major events down the road. As I've seen elsewhere, unless the PCs really screw up their kingdom building, they'll be rolling in gold in a short time, so can buy all the help they need for the big combats down the road. I really had to beef up some of the foes in book 4 and 5 to make them something of a challenge because of this. Overall, a lot of good ideas, but the sandbox wasn't always that wide open, IMHO.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 6467897, member: 10784"] [b]3 out of 5 rating for Kingmaker Adventure Path[/b] The first two adventures are very much a sandbox, but my group went straight for the main villain each time, no matter how often potential side quests and other options came along. Only once the group defeated the Stag Lord & his cronies in book 1 did my group lose their laser-like focus on him and start going back & delving into exploring the area and clearing the hexes. The same with book 2. The other options just were not interesting enough to get them off focus. Since I had some ideas about book 6 along the way, I did drop a few hints & some foreshadowing about what was potentially coming down the road, so book 6 didn't come completely out of left field as others have stated above. Also, if your group isn't into bookkeeping, the DM will be the one that's left to track the ups & downs of the kingdom and its finances, which was an unforeseen chore for me. I just had them make some decisions in the beginning and asked for reactions to major events down the road. As I've seen elsewhere, unless the PCs really screw up their kingdom building, they'll be rolling in gold in a short time, so can buy all the help they need for the big combats down the road. I really had to beef up some of the foes in book 4 and 5 to make them something of a challenge because of this. Overall, a lot of good ideas, but the sandbox wasn't always that wide open, IMHO. [/QUOTE]
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