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<blockquote data-quote="lyle.spade" data-source="post: 8780254" data-attributes="member: 30042"><p>Well said, and for the most part I agree, although our group solved the problems with the AP differently. Books 1 and 2 were exactly what we expected, and we enjoyed them a lot - that is, carving out a fledgling realm and realizing that you can't act like a murder hobo and never experience the consequences of that on the local population. We started to lay a solid foundation for so many NPCs and B-plots in those first two books. Book 3, in our view, made little sense when set inside the kingdom building storyline. Yeah, sure the PCs are the regulators in traditional FRPGs, but the notion of sending the leaders of this new kingdom off on some errand of a dungeon crawl just didn't work for us. We ended up up drawing out the time between Books 2 & 3, building up the kingdom more, and sending having the leaders (the PCs) send a team of chosen next-gen heroes to go look into what was going on to the east. This enabled us to promote, in levels, some of the interesting NPCs and gave the players a chance to play other other characters and operate in their kingdom from a different angle. It worked well.</p><p></p><p>Books 4 and 5 we played pretty much as written, although I found myself handwaving and narrating through an increasing amount of the kingdom management rules - Paizo really buried the story under their love for mechanics by then. We enjoyed the war in Book 5, and as a group decided to not play out Book 6 at all, instead riffing on the war and other regional issues and adversaries, playing out the PCs' leadership of the kingdom for several years of in-game time, up to the point where some had had kids and the original PCs were starting to get long in the tooth. That's when we sunset the campaign, and we were all very satisfied with it.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 8780254, member: 30042"] Well said, and for the most part I agree, although our group solved the problems with the AP differently. Books 1 and 2 were exactly what we expected, and we enjoyed them a lot - that is, carving out a fledgling realm and realizing that you can't act like a murder hobo and never experience the consequences of that on the local population. We started to lay a solid foundation for so many NPCs and B-plots in those first two books. Book 3, in our view, made little sense when set inside the kingdom building storyline. Yeah, sure the PCs are the regulators in traditional FRPGs, but the notion of sending the leaders of this new kingdom off on some errand of a dungeon crawl just didn't work for us. We ended up up drawing out the time between Books 2 & 3, building up the kingdom more, and sending having the leaders (the PCs) send a team of chosen next-gen heroes to go look into what was going on to the east. This enabled us to promote, in levels, some of the interesting NPCs and gave the players a chance to play other other characters and operate in their kingdom from a different angle. It worked well. Books 4 and 5 we played pretty much as written, although I found myself handwaving and narrating through an increasing amount of the kingdom management rules - Paizo really buried the story under their love for mechanics by then. We enjoyed the war in Book 5, and as a group decided to not play out Book 6 at all, instead riffing on the war and other regional issues and adversaries, playing out the PCs' leadership of the kingdom for several years of in-game time, up to the point where some had had kids and the original PCs were starting to get long in the tooth. That's when we sunset the campaign, and we were all very satisfied with it. [/QUOTE]
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