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<blockquote data-quote="RangerWickett" data-source="post: 6835856" data-attributes="member: 63"><p>I just was in a Skull and Shackles campaign that ended in TPK. It was amazing, but . . . after we'd all died the GM explained that a lot of cool stuff we adored wasn't in the modules. He'd created a whole mythology of 'free captains of the Shackles,' who were all blessed by Besmara and could basically call upon her power once per year to do epic sea-themed stuff. He put a ton of detail into all the NPCs, gave them individual goals, personalities, and speech patterns, to the point that, after we took a two-month holiday hiatus, when we picked the adventure back up we did a role call of the crew, which he did in character for all, what, 15 of the names NPCs, and we remembered each of them by how they spoke. Quality work by the GM. </p><p></p><p>But he then went on to say what the later adventures consisted of, and they sounded pretty thin and nonsensical. Apparently one adventure is "someone suggests you throw a big pirate party, but another pirate doesn't like that you're the popular kids, so he tries to mess your party up." </p><p></p><p>If you like sandboxy, then EN World's own adventure paths probably aren't your thing. <em>War of the Burning Sky</em> is about, well, a war, with each adventure being a mission toward winning the war. <em>ZEITGEIST: The Gears of Revolution</em> is a steampunk investigation, meant to be a mix of Sherlock Holmes, James Bond, and The X-Files, and the mystery you're solving and conspiratorial schemes you're thwarting are the main focus. Neither has much time for roaming around sandboxing.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6835856, member: 63"] I just was in a Skull and Shackles campaign that ended in TPK. It was amazing, but . . . after we'd all died the GM explained that a lot of cool stuff we adored wasn't in the modules. He'd created a whole mythology of 'free captains of the Shackles,' who were all blessed by Besmara and could basically call upon her power once per year to do epic sea-themed stuff. He put a ton of detail into all the NPCs, gave them individual goals, personalities, and speech patterns, to the point that, after we took a two-month holiday hiatus, when we picked the adventure back up we did a role call of the crew, which he did in character for all, what, 15 of the names NPCs, and we remembered each of them by how they spoke. Quality work by the GM. But he then went on to say what the later adventures consisted of, and they sounded pretty thin and nonsensical. Apparently one adventure is "someone suggests you throw a big pirate party, but another pirate doesn't like that you're the popular kids, so he tries to mess your party up." If you like sandboxy, then EN World's own adventure paths probably aren't your thing. [i]War of the Burning Sky[/i] is about, well, a war, with each adventure being a mission toward winning the war. [i]ZEITGEIST: The Gears of Revolution[/i] is a steampunk investigation, meant to be a mix of Sherlock Holmes, James Bond, and The X-Files, and the mystery you're solving and conspiratorial schemes you're thwarting are the main focus. Neither has much time for roaming around sandboxing. [/QUOTE]
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