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<blockquote data-quote="Byrons_Ghost" data-source="post: 3240795" data-attributes="member: 7396"><p>I've got the first few chapters, but I haven't played it yet. It's definately nautical, and assumes the PCs to be more or less mercenaries working for a noblewoman. I'd put it as "neutral" in that regard- the characters will end up saving the world and being heroic eventually, but they're not goody-goody knights by any stretch. The 1st adventure even has a chance for them to join up with the thieves' guild they're supposed to be opposing.</p><p></p><p>As for the adventures, they're mostly mission-based, such as "go here, fetch this". This is largely due to the format of a generic magazine serial- they writers obviously have to keep things open to accomodate as many PC types as possible. If your PCs are more interested in going off on their own than following the module's paths, then it might not work so well. Background wise though, I doubt it would take too much adaptation.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 3240795, member: 7396"] I've got the first few chapters, but I haven't played it yet. It's definately nautical, and assumes the PCs to be more or less mercenaries working for a noblewoman. I'd put it as "neutral" in that regard- the characters will end up saving the world and being heroic eventually, but they're not goody-goody knights by any stretch. The 1st adventure even has a chance for them to join up with the thieves' guild they're supposed to be opposing. As for the adventures, they're mostly mission-based, such as "go here, fetch this". This is largely due to the format of a generic magazine serial- they writers obviously have to keep things open to accomodate as many PC types as possible. If your PCs are more interested in going off on their own than following the module's paths, then it might not work so well. Background wise though, I doubt it would take too much adaptation. [/QUOTE]
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