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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Savage Tide and Age of Worms - worth the hype?
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<blockquote data-quote="jeffh" data-source="post: 8532009" data-attributes="member: 2642"><p>I tried running heavily modified Age of Worms in, of all things, the Star Wars universe. I first had the idea when I was reading it and playing Knights of the Old Republic at the same time back when they were coming out.</p><p></p><p>Big chunks needed to be changed out (e.g. Diamond Lake became Kessel, the Hextor faction in the second adventure had its whole dungeon replaced with a ship, locked down via codes the other two factions had, defeating all three meant the party acquired its own hyperdrive capable corvette). But I kept as much intact as I reasonably could.</p><p></p><p>It fell apart for reasons only minimally related to the adventures themselves, but they did less than they could have to help the situation. The Whispering Cairn is really good, but Three Faces of Evil and Encounter at Blackwall <s>Keep</s> Station are... not good. They're remarkably weak adventures that, plot-wise, could be omitted almost entirely, serving only to get the party to the level it needs to be for when the adventure begins in earnest. I'm sorry I didn't get to that part; I was really looking forward to getting them to Nar Shadaa for Hall of Harsh Reflections and The Champion's Belt. Those are, out of the first half at least, the adventures you're running this for as a GM.</p></blockquote><p></p>
[QUOTE="jeffh, post: 8532009, member: 2642"] I tried running heavily modified Age of Worms in, of all things, the Star Wars universe. I first had the idea when I was reading it and playing Knights of the Old Republic at the same time back when they were coming out. Big chunks needed to be changed out (e.g. Diamond Lake became Kessel, the Hextor faction in the second adventure had its whole dungeon replaced with a ship, locked down via codes the other two factions had, defeating all three meant the party acquired its own hyperdrive capable corvette). But I kept as much intact as I reasonably could. It fell apart for reasons only minimally related to the adventures themselves, but they did less than they could have to help the situation. The Whispering Cairn is really good, but Three Faces of Evil and Encounter at Blackwall [S]Keep[/S] Station are... not good. They're remarkably weak adventures that, plot-wise, could be omitted almost entirely, serving only to get the party to the level it needs to be for when the adventure begins in earnest. I'm sorry I didn't get to that part; I was really looking forward to getting them to Nar Shadaa for Hall of Harsh Reflections and The Champion's Belt. Those are, out of the first half at least, the adventures you're running this for as a GM. [/QUOTE]
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