King Maker has been a wonderful experience for my group, so far...
I'm running a KM campaign with both home table and online elements.
Three of my players are in the room with me (Northern CA), one is in Toronto and the last is in Southern California. I use an HD web-cam on a microphone boom over the game board, a camera on my monitor (faces toward the players in the room) and a third in the proper perspective so all players see me the same as I'm doing character work or descriptions of the setting. This is managed by a piece of camera software that allows multiple inputs and PiP functionality and finally sent out over Skype Beta w/ Video Conferencing. Nothing Virtual as far as the game and it's mechanics are concerned. The technology is only being employed for the communication.
Here are some of my thoughts on the AP:
We just completed our fourth session of play. It was marvelous!
My party had a collective butt-pucker with the Shambling Mound encounter, with two of the five PC's in negative hp land, more than once.
King Maker is not an AP for aspiring GMs to cut their teeth on.
You keep hearing about the non-linear approach to KM's writing. This fact alone requires a GM to do a bit more preparation than a stand alone module or something off the top of you head. You need to have a good understanding of the overall story, both of the book you're in and the next to follow. This will insure that you don't allow players to break of the story arch.
The method of story telling a GM uses during the exploration phase is critical to it working well. Avoid obvious narrative patterns in your descriptions of the settings. For example, if you only use colorful explanations just following a 'random' die roll and just prior to 'random' combat, your players will know your every move.
Filling the hex doesn't necessarily mean placing an encounter.
Use descriptive tools that make them think something is coming, but it never does. Have them make Perception checks to see things too far away to directly interact with, but foreshadow things to come. Scare the piss out of them and they will respect the wild nature of this frontier and the general sense of unknown. Create an encounter for an attack during the camp/rest phase of the evening. When a random encounter roll occurs, wait until that evening to spring it on them. Perhaps the creature in question, started to track the party during the day and waits for the cover of darkness to attack. Let them overlook elements in some hexes, so they have things to find on the return trip(s) to Oleg's. Don't feel obligated to force discovery, just because something is in the hex. That's why they call it exploring!
If you control the flow of exploration (information) and don't feel like you need to fill each hex, your KM game won't feel like you're playing CIV III on the computer.
All of my player have been diligently posting journals on our campaign webpage if anyone is interested in checking it out:
Azmyth's KM Campaign
[SPOILER WARNINGS FOR PLAYERS WHO ARE GOING TO PLAY KM! DON'T RUIN YOUR GAME ON MINE!]
