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Recommend me a mega-module or adventure path.
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<blockquote data-quote="Gundark" data-source="post: 3451319" data-attributes="member: 6148"><p>To answer this question I would need to know a little more about your group. </p><p></p><p>Do they love dungeon crawls? Kill things and take their stuff. </p><p></p><p>Do they want lots fo NPC interaction?</p><p></p><p>Is the group committed to a 1-20 path?</p><p></p><p>Is your group going to enjoy high/low level play?</p><p></p><p>I really only have experience with the Age of Worms (AoW). The group got to level 17 before taking a break. The group got to a point where it was too hard/long/compl;icated to play at that level. </p><p></p><p>Pros and Cons (IMHO)</p><p></p><p>Pros of the AoW: Very good epic feel, there is a sense of a clamity coming and only the PCs can stop it. Some of the modules are really good, interesting locations, situations. The storyline is well written.</p><p></p><p>Cons of the AoW: NPC interaction wasn't there. Sure the DM could place that element in there, it would have been nice to see it there naturally. Along that same line there isn't any long term villians for the PCs to hate. A little in the beginning with one mine owner, however he is really only in the background. Another item except for a few modules the adventures are one Dungeon crawl after another. Gets a little old after awhile, espically at high level.</p></blockquote><p></p>
[QUOTE="Gundark, post: 3451319, member: 6148"] To answer this question I would need to know a little more about your group. Do they love dungeon crawls? Kill things and take their stuff. Do they want lots fo NPC interaction? Is the group committed to a 1-20 path? Is your group going to enjoy high/low level play? I really only have experience with the Age of Worms (AoW). The group got to level 17 before taking a break. The group got to a point where it was too hard/long/compl;icated to play at that level. Pros and Cons (IMHO) Pros of the AoW: Very good epic feel, there is a sense of a clamity coming and only the PCs can stop it. Some of the modules are really good, interesting locations, situations. The storyline is well written. Cons of the AoW: NPC interaction wasn't there. Sure the DM could place that element in there, it would have been nice to see it there naturally. Along that same line there isn't any long term villians for the PCs to hate. A little in the beginning with one mine owner, however he is really only in the background. Another item except for a few modules the adventures are one Dungeon crawl after another. Gets a little old after awhile, espically at high level. [/QUOTE]
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Recommend me a mega-module or adventure path.
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