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Princes of the Apocalypse
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<blockquote data-quote="David Fair" data-source="post: 6574920" data-attributes="member: 6791655"><p><strong>5 out of 5 rating for Princes of the Apolocalypse</strong></p><p></p><p>Goes into great detail on the area, allowing a more free-form play while not being a completely undirected adventure, this hearkens back to some of the great old modules of yore and has a ton of play time built in. For a once a month group, this could be more than a year of gaming. Elemental themed campaigns can fall into such cliched territory with themed dungeons and might even feel like you are playing through an old OOtS strip, but while this has enough of those elements to pay homage to what you expect, they don't overwhelm you and there are enough fresh ideas to keep you from being deja-vued into boredom.</p><p></p><p>The module is designed such that the GM really needs to read it through twice to be ready for anything the players plan to do. This is a good thing, as it means the players have lots of options. There are plenty of opportunities for a variety of interactions with the NPC's letting the less-combat oriented gamer have a chance to shine and enjoy the break from sword-play. The module really has just about everything one could hope for, and to put a nice shiny bow on it, the illustrations and maps are top-notch. This is what i was hoping for from HotDQ & RoT, but that those really failed to deliver.</p></blockquote><p></p>
[QUOTE="David Fair, post: 6574920, member: 6791655"] [b]5 out of 5 rating for Princes of the Apolocalypse[/b] Goes into great detail on the area, allowing a more free-form play while not being a completely undirected adventure, this hearkens back to some of the great old modules of yore and has a ton of play time built in. For a once a month group, this could be more than a year of gaming. Elemental themed campaigns can fall into such cliched territory with themed dungeons and might even feel like you are playing through an old OOtS strip, but while this has enough of those elements to pay homage to what you expect, they don't overwhelm you and there are enough fresh ideas to keep you from being deja-vued into boredom. The module is designed such that the GM really needs to read it through twice to be ready for anything the players plan to do. This is a good thing, as it means the players have lots of options. There are plenty of opportunities for a variety of interactions with the NPC's letting the less-combat oriented gamer have a chance to shine and enjoy the break from sword-play. The module really has just about everything one could hope for, and to put a nice shiny bow on it, the illustrations and maps are top-notch. This is what i was hoping for from HotDQ & RoT, but that those really failed to deliver. [/QUOTE]
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