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Sell me on War of the Burning Sky
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<blockquote data-quote="Chimera" data-source="post: 3461549" data-attributes="member: 2002"><p>As someone playing it, but only a couple of sessions in, I can give it my stamp of approval.</p><p></p><p>There are a lot of side quests and such that don't necessarily have to be done. We ignored a lot of the side issues in the first adventure because we didn't want to be constantly distracted and led away from our primary mission.</p><p></p><p>As a GM, be flexible about that, about the number of villains in the encounters (in other words, <strong>balance for your group</strong>), and basically allow the group to dictate the flow of the adventure within the path.</p><p></p><p>That last bit was extremely important for me and our GM is very committed to it. You see, I haven't done a lot of modules or adventure paths in my 29 years of D&D. Primarily because they tend to be railroads. You know you're going from point A to point Z and don't have a lot of choice in the matter. Now I've already pricked my GM a bit about it with this module, because I look at the map, see places marked A, B, C, laugh and go "I guess we're going to B next, fire up the choo-choo!" But honestly, he's done a great job of allowing us to make our own choices about where we're going and what we're doing, while keeping us within the context of the Adventure Path.</p></blockquote><p></p>
[QUOTE="Chimera, post: 3461549, member: 2002"] As someone playing it, but only a couple of sessions in, I can give it my stamp of approval. There are a lot of side quests and such that don't necessarily have to be done. We ignored a lot of the side issues in the first adventure because we didn't want to be constantly distracted and led away from our primary mission. As a GM, be flexible about that, about the number of villains in the encounters (in other words, [B]balance for your group[/B]), and basically allow the group to dictate the flow of the adventure within the path. That last bit was extremely important for me and our GM is very committed to it. You see, I haven't done a lot of modules or adventure paths in my 29 years of D&D. Primarily because they tend to be railroads. You know you're going from point A to point Z and don't have a lot of choice in the matter. Now I've already pricked my GM a bit about it with this module, because I look at the map, see places marked A, B, C, laugh and go "I guess we're going to B next, fire up the choo-choo!" But honestly, he's done a great job of allowing us to make our own choices about where we're going and what we're doing, while keeping us within the context of the Adventure Path. [/QUOTE]
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