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<blockquote data-quote="humble minion" data-source="post: 7992149" data-attributes="member: 5948"><p>Not a conversion, but my $0.02...</p><p></p><p>My group got to about 14th level in Savage Tide around the time it was released, before real life intervened and the group broke up (we were in the middle of an off-path sidequest at the time). I did (and still do) really like it, but it does have issues.</p><p></p><p>Agree that Sasserine is a cool setting and it gets horribly underused, and PCs who tie their backgrounds and character goals closely to the city will probably be disappointed The lethality can be an issue. I mostly dealt with that by having a powerful party - 5 PCs, very high points buy, a bonus feat at 1st level, etc etc. Plus I ran regular side-quests to keep my party a little ahead of the power curve. War of the Wielded (from a Dungeon mag around the same time) was a good one, plus encouraging them to hunt monsters on the Isle of Dread etc. They still managed to get half of Farshore wiped out by failing to prevent a trio of vrocks performing a dance of ruin in the middle of the settlement though. Farshore, unfortunately, suffers a bit of the Sasserine disease - PCs get attached to it, spend a bunch of effort defending it, hexcrawling, building it up - and then at around level 14 they'll leave it behind and pretty much never return.</p><p></p><p>It handles high-level play fairly unevenly, as far as I could tell (we didn't get past City of Broken Idols). I get the attraction of having the PCs sail their pirate ship into the Abyss, but in my experience as soon as they got Wind Walk the ship got left behind (like Sasserine!). The second-last adventure is a pretty broad sandbox that requires a lot of fleshing out by the GM, and the last is a short brutal dungeon crawl (this is a problem with 3e published adventures generally - high-level stat blocks are so big that they eat up page space for everything else!). The variety of enemies is a nice feature. Lots of demons, pirates, jungle monsters, aberrations - one of the complaints about Age of Worms was that it was so undead-heavy that rogues, enchanters etc fell useless. Could use a really good dragon fight, but still pretty solid. There's opportunities for negotiation and intrigue as well as blasting. Paladins of the strict LG might find themselves tested, you'll have to associate with some pretty awful people here and righteously fighting all the bad guys you meet is a recipe for dying early and pointlessly. Something for the GM to remember.</p><p></p><p>There's some great stuff here, and much of it is mineable. Sea Wyvern's Wake and Here Be Monsters are worth looking at for low/mid levels of your pirate campaign, Sasserine could be a great home base city, and The Maw is a really nice and deadly non-linear adventure location. One thing that it really rubbed in for me is the importance of personalising your pirate ship's crew. PCs aren't going to be sailing the ship by themselves, and they're going to spend a lot of time with these people, they need to have personality.</p></blockquote><p></p>
[QUOTE="humble minion, post: 7992149, member: 5948"] Not a conversion, but my $0.02... My group got to about 14th level in Savage Tide around the time it was released, before real life intervened and the group broke up (we were in the middle of an off-path sidequest at the time). I did (and still do) really like it, but it does have issues. Agree that Sasserine is a cool setting and it gets horribly underused, and PCs who tie their backgrounds and character goals closely to the city will probably be disappointed The lethality can be an issue. I mostly dealt with that by having a powerful party - 5 PCs, very high points buy, a bonus feat at 1st level, etc etc. Plus I ran regular side-quests to keep my party a little ahead of the power curve. War of the Wielded (from a Dungeon mag around the same time) was a good one, plus encouraging them to hunt monsters on the Isle of Dread etc. They still managed to get half of Farshore wiped out by failing to prevent a trio of vrocks performing a dance of ruin in the middle of the settlement though. Farshore, unfortunately, suffers a bit of the Sasserine disease - PCs get attached to it, spend a bunch of effort defending it, hexcrawling, building it up - and then at around level 14 they'll leave it behind and pretty much never return. It handles high-level play fairly unevenly, as far as I could tell (we didn't get past City of Broken Idols). I get the attraction of having the PCs sail their pirate ship into the Abyss, but in my experience as soon as they got Wind Walk the ship got left behind (like Sasserine!). The second-last adventure is a pretty broad sandbox that requires a lot of fleshing out by the GM, and the last is a short brutal dungeon crawl (this is a problem with 3e published adventures generally - high-level stat blocks are so big that they eat up page space for everything else!). The variety of enemies is a nice feature. Lots of demons, pirates, jungle monsters, aberrations - one of the complaints about Age of Worms was that it was so undead-heavy that rogues, enchanters etc fell useless. Could use a really good dragon fight, but still pretty solid. There's opportunities for negotiation and intrigue as well as blasting. Paladins of the strict LG might find themselves tested, you'll have to associate with some pretty awful people here and righteously fighting all the bad guys you meet is a recipe for dying early and pointlessly. Something for the GM to remember. There's some great stuff here, and much of it is mineable. Sea Wyvern's Wake and Here Be Monsters are worth looking at for low/mid levels of your pirate campaign, Sasserine could be a great home base city, and The Maw is a really nice and deadly non-linear adventure location. One thing that it really rubbed in for me is the importance of personalising your pirate ship's crew. PCs aren't going to be sailing the ship by themselves, and they're going to spend a lot of time with these people, they need to have personality. [/QUOTE]
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