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Savage Tide AP Thoughts?
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<blockquote data-quote="hastur_nz" data-source="post: 7211427" data-attributes="member: 40592"><p>I ran it, as my one and only campaign with 4e rules. We played the whole thing, plus a little bit of home-brew, so from 1st to 30th level (4e), so obviously we all quite enjoyed it (I've also run Age of Worms twice using 3.5 and 5e, and played a bit of their first ever AP in 3.5). I actually used Eberron as the campaign world for Savage Tide, the first (and only) time I'd actually DM'd using Eberron, because I thought the Savage Tide actually worked really well for the 4e version of Eberron - especially how the "outer planes" actually worked, i.e. the Isle of Dread was tied to the Shadowdark, and instead of going extra-planar, you just descend into the Khyber.</p><p></p><p>Anyway, read the basic campaign overview, and think about how far into the campaign you might actually DM - don't assume you'll run it all, it's designed for up to 20th level which would be the same in 5e and as you get higher up your work as DM will increase just 'cause 5e at high levels doesn't really work as written and your choice of monsters becomes quite limited. It's also a year or two to run it all, depending on how often you play.</p><p></p><p>The basic plot of the AP is, roughly, three parts, which for me corresponded to the three tiers of play in 4e - the lowest tier is in Sasserine and thereabouts, then mid-tier you're sailing to the Isle of Dread etc, then in the top tier you are off into the outer planes or whatever killing demons and so on - it's the classic D&D progression, which is a good thing - it doesn't make sense for PC's to stick around home base until they hit 20th level. Personally, I actually found the initial bits in Sasserine as my least favourite, from memory I scrapped some of that and used something else instead - the latter pirate-themed bits were cool, as was Isle of Dread with a tweak or two, and I actually really liked the end-game descent into the lower planes, from memory my players really liked it too.</p><p></p><p>Converting to 5e should be pretty easy on the fly, I think as DM's we tend to over-complicate such things. For example, recently I have / am running a few older adventures from 1e, Basic, 3.5 and 4e, and all I do is skim through them before and make notes in the margins (usually on photocopies) as to what monsters to use for what, and maybe some DC numbers. Once in a while I'll make an A4 sheet for something custom or to bring a number of pages from the MM together, but that's rare. For example, I'm currently running LAst Breaths of Ashemport, using the 4e version, and in the combat pieces I just make a note like "4 x Thugs, 2 x Mystic Cultists" - that's all!</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7211427, member: 40592"] I ran it, as my one and only campaign with 4e rules. We played the whole thing, plus a little bit of home-brew, so from 1st to 30th level (4e), so obviously we all quite enjoyed it (I've also run Age of Worms twice using 3.5 and 5e, and played a bit of their first ever AP in 3.5). I actually used Eberron as the campaign world for Savage Tide, the first (and only) time I'd actually DM'd using Eberron, because I thought the Savage Tide actually worked really well for the 4e version of Eberron - especially how the "outer planes" actually worked, i.e. the Isle of Dread was tied to the Shadowdark, and instead of going extra-planar, you just descend into the Khyber. Anyway, read the basic campaign overview, and think about how far into the campaign you might actually DM - don't assume you'll run it all, it's designed for up to 20th level which would be the same in 5e and as you get higher up your work as DM will increase just 'cause 5e at high levels doesn't really work as written and your choice of monsters becomes quite limited. It's also a year or two to run it all, depending on how often you play. The basic plot of the AP is, roughly, three parts, which for me corresponded to the three tiers of play in 4e - the lowest tier is in Sasserine and thereabouts, then mid-tier you're sailing to the Isle of Dread etc, then in the top tier you are off into the outer planes or whatever killing demons and so on - it's the classic D&D progression, which is a good thing - it doesn't make sense for PC's to stick around home base until they hit 20th level. Personally, I actually found the initial bits in Sasserine as my least favourite, from memory I scrapped some of that and used something else instead - the latter pirate-themed bits were cool, as was Isle of Dread with a tweak or two, and I actually really liked the end-game descent into the lower planes, from memory my players really liked it too. Converting to 5e should be pretty easy on the fly, I think as DM's we tend to over-complicate such things. For example, recently I have / am running a few older adventures from 1e, Basic, 3.5 and 4e, and all I do is skim through them before and make notes in the margins (usually on photocopies) as to what monsters to use for what, and maybe some DC numbers. Once in a while I'll make an A4 sheet for something custom or to bring a number of pages from the MM together, but that's rare. For example, I'm currently running LAst Breaths of Ashemport, using the 4e version, and in the combat pieces I just make a note like "4 x Thugs, 2 x Mystic Cultists" - that's all! [/QUOTE]
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