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Tales of Freeport
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<blockquote data-quote="Pramas" data-source="post: 2014110" data-attributes="member: 995"><p><<This is good mix - but I would urge caution unless you happen to have played through the earlier Freeport adventures, or at the very least own the hardback city gazetteer.>></p><p></p><p>Perhaps you missed this sentence from the very first paragraph of the book:</p><p></p><p>"To play these adventures, you will need the d20 System Player's Handbook (Core Rulebook I) and Freeport: The City of Adventure." </p><p></p><p>The book assumes you have access to the hardback, which you'll need to use Tales of Freeport to its fullest. </p><p></p><p><<"Tales of Freeport" is unusual for a collection of adventures in that it does potentially move the setting along in a different direction, as the author acknowledges and indeed appears to encourage, but the fact that the book begins with a greasily reassurance that nothing that has happened in the other Freeport books will have the slightest impact on the setting as it stands here make me doubt that Green Ronin will take the opportunity to make something of it.>></p><p></p><p>The reassurance comes from the second paragraph of the book. It says:</p><p></p><p>"The adventures in this book take place after the events of the first four Freeport adventures -- Death in Freeport, Terror in Freeport, Madness in Freeport and Hell in Freeport -- but they do not rely on them in any way. This means that the status of the city is exactly as described in the Freeport: the City of Adventure sourcebook, and that (along with the Core Rulebooks, of course) is all that you need to run these adventures."</p><p></p><p>What we are saying here is that you don't need to have the original adventure to run Tales of Freeport because the hardback already takes events of those adventures into account. As we say, the situation with the city is as described in Freeport: The City of Adventure. Guess I don't see anything "greasy" about that. </p><p></p><p>Chris Pramas</p><p>Green Ronin</p></blockquote><p></p>
[QUOTE="Pramas, post: 2014110, member: 995"] <<This is good mix - but I would urge caution unless you happen to have played through the earlier Freeport adventures, or at the very least own the hardback city gazetteer.>> Perhaps you missed this sentence from the very first paragraph of the book: "To play these adventures, you will need the d20 System Player's Handbook (Core Rulebook I) and Freeport: The City of Adventure." The book assumes you have access to the hardback, which you'll need to use Tales of Freeport to its fullest. <<"Tales of Freeport" is unusual for a collection of adventures in that it does potentially move the setting along in a different direction, as the author acknowledges and indeed appears to encourage, but the fact that the book begins with a greasily reassurance that nothing that has happened in the other Freeport books will have the slightest impact on the setting as it stands here make me doubt that Green Ronin will take the opportunity to make something of it.>> The reassurance comes from the second paragraph of the book. It says: "The adventures in this book take place after the events of the first four Freeport adventures -- Death in Freeport, Terror in Freeport, Madness in Freeport and Hell in Freeport -- but they do not rely on them in any way. This means that the status of the city is exactly as described in the Freeport: the City of Adventure sourcebook, and that (along with the Core Rulebooks, of course) is all that you need to run these adventures." What we are saying here is that you don't need to have the original adventure to run Tales of Freeport because the hardback already takes events of those adventures into account. As we say, the situation with the city is as described in Freeport: The City of Adventure. Guess I don't see anything "greasy" about that. Chris Pramas Green Ronin [/QUOTE]
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