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<blockquote data-quote="bento" data-source="post: 4476985" data-attributes="member: 36597"><p>We just finished the first book of the CotCT AP and so far it's delivering what I and my group were looking for in an AP. Here's what initial attracted us to the AP, and so far how its turned out:</p><p> </p><p>Character Development: I wanted a game where the players felt like they could really invest themselves in their characters. The Guide to Korvosa was an excellent investment and each of them has a list of NPC contacts and plot hooks that give us plenty to do when we're not playing out of the AP.</p><p> </p><p>Clear Hero Roles: A big part of CotCT is having the players rise from simple city folk to well-established heroes. The players really have to care about being the "good guys" for this AP to pay off. The first book gives them several important NPCs that provide them with adventures that help the players begin to build a solid reputation. If your players like to play evil, or rogue all time, you might have a problem with the overall plot.</p><p> </p><p>Fleshed-Out Setting: Between the Korvosa Guide and the AP books there is plenty of "fluff" to build a game on. Besides running the adventures out of the book I've also run one two-session side adventure using the background material. Korvosa, as far as fantasy cities go, is pretty human-centric and much lower-magic than a city like Sharn (Eberron). There are plenty of interesting groups your players can interact with.</p><p> </p><p>Fun Stuff: I like it when there's more than standard 3.5 rule encounters. In the first AP book we had three of them. The most well known "fun item" in CotCT is the Harrow Deck, a fortune telling deck which is used to kick off the adventure and set the theme for each AP book. Two other "fun things" that we enjoyed in the first book was the "Knivesies" fight at the local crime-lord's hideout and a roof top chase. The roof top chase used note cards you create and as the players go from card to card they are given a challenge. Fun things that helped take the game out of the standard 3.5 mind set.</p><p> </p><p>Interesting NPCs and Villains: I guess you could say that NPCs are as interesting as you make them, and to date I'm probably batting around .500. There are some that the players have taken to, while others are rather flat. Oh well, at least they remember some of their names.</p><p> </p><p></p><p>Downside to CotCC: </p><ul> <li data-xf-list-type="ul">Periods of "sit quiet while I read this two page passage to you"</li> <li data-xf-list-type="ul">Background material that never comes into play</li> <li data-xf-list-type="ul">Books layout makes it difficult to find information</li> <li data-xf-list-type="ul">You'll want to buy and read ahead as some early NPCs are important in later books</li> <li data-xf-list-type="ul">It costs $120 for the AP set, not including Harrow Deck and City Guide</li> </ul><p>I hope this helps. We're certainly enjoying it and will probably be playing this for another year or two.</p></blockquote><p></p>
[QUOTE="bento, post: 4476985, member: 36597"] We just finished the first book of the CotCT AP and so far it's delivering what I and my group were looking for in an AP. Here's what initial attracted us to the AP, and so far how its turned out: Character Development: I wanted a game where the players felt like they could really invest themselves in their characters. The Guide to Korvosa was an excellent investment and each of them has a list of NPC contacts and plot hooks that give us plenty to do when we're not playing out of the AP. Clear Hero Roles: A big part of CotCT is having the players rise from simple city folk to well-established heroes. The players really have to care about being the "good guys" for this AP to pay off. The first book gives them several important NPCs that provide them with adventures that help the players begin to build a solid reputation. If your players like to play evil, or rogue all time, you might have a problem with the overall plot. Fleshed-Out Setting: Between the Korvosa Guide and the AP books there is plenty of "fluff" to build a game on. Besides running the adventures out of the book I've also run one two-session side adventure using the background material. Korvosa, as far as fantasy cities go, is pretty human-centric and much lower-magic than a city like Sharn (Eberron). There are plenty of interesting groups your players can interact with. Fun Stuff: I like it when there's more than standard 3.5 rule encounters. In the first AP book we had three of them. The most well known "fun item" in CotCT is the Harrow Deck, a fortune telling deck which is used to kick off the adventure and set the theme for each AP book. Two other "fun things" that we enjoyed in the first book was the "Knivesies" fight at the local crime-lord's hideout and a roof top chase. The roof top chase used note cards you create and as the players go from card to card they are given a challenge. Fun things that helped take the game out of the standard 3.5 mind set. Interesting NPCs and Villains: I guess you could say that NPCs are as interesting as you make them, and to date I'm probably batting around .500. There are some that the players have taken to, while others are rather flat. Oh well, at least they remember some of their names. Downside to CotCC: [LIST] [*]Periods of "sit quiet while I read this two page passage to you" [*]Background material that never comes into play [*]Books layout makes it difficult to find information [*]You'll want to buy and read ahead as some early NPCs are important in later books [*]It costs $120 for the AP set, not including Harrow Deck and City Guide [/LIST]I hope this helps. We're certainly enjoying it and will probably be playing this for another year or two. [/QUOTE]
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