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The Gate Pass Irregulars: A War of the Burning Sky Campaign
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<blockquote data-quote="Cafu" data-source="post: 6237229" data-attributes="member: 6692807"><p>Hello Carborundum; apologies for the delay in replying. I was away for the holiday and did not have internet access.</p><p> </p><p>After reading your post, the answers to your questions are deceptively long so, this post is a little lengthier than I thought it would be.</p><p> </p><p>Yes, Rhuarc was certainly a piece of work.</p><p> </p><p>We guessed quite early on just what he was but it didn’t help really. The whole area is set up to give him the maximum advantage; of course, one rarely has the correct spells to deal with someone of that power or level; resting and learning the correct spells was also out of the question for the reasons given in the SH. This was one of the main reasons why one enemy managed to last so long against a group of 6 PCs. I’m just thanking my lucky stars we managed to work out what his plan was regarding that last forcecage trap; otherwise, we’d probably still be there trying to hunt him down.</p><p> </p><p>The fight itself was frustrating and tense but ultimately exhilarating. We know our GM sticks to his guns as you put it and we’d worked hard for that victory which made the whole episode so much the sweeter when it was finally over.</p><p> </p><p>As regards your other question, the whole tabletop play and its consequent record on the SH is a mixture. I’m afraid none of us are such accomplished actors or improvisers that we are able to speak in character for any length of time; there is some in character speech but not nearly as much as I imply.</p><p> </p><p>The style of the SH with the dialogue is a device to break up walls of text and hopefully make it more entertaining and easier to read. There are some tricks one employs such as when one PC makes a knowledge check about something and the GM imparts the information, then I have the relevant PC quote it to the other players in the form of speech; I’m not sure how else to do it really. If the GM imparts specific information to us, then I often choose the most relevant PC who is likely to know this (so Felix if it is divine in nature or Longhelim if it is diplomatic in nature for example) and relate it using that character as a mouthpiece.</p><p> </p><p>However, the dialogue, although it is often a paraphrasing, is invariably facts, information or narrative which is perceived, achieved or received during the game. It is very rarely based on details filled in between sessions. On a few rare occasions, the GM has posted some relevant pieces of information on the campaign message boards, but that is it as far as out of session details are concerned.</p><p> </p><p>Play can be very tense but is also alleviated with a great deal of humour.</p><p> </p><p>Finally, I don’t know what style of play your group enjoys but this AP is epic, high magic, challenging, long term and rewards groups that are in it for the duration. Certain things can happen in one adventure which can seem meaningless at the time and don’t start to make sense until events two or three books down the line. Your group also needs to be willing to immerse in and commit themselves to the world and care for the events that happen within it, otherwise motivation could be difficult.</p><p> </p><p>If your group prefers grim and gritty, are difficult to motivate by altruistic reasons (whether for good or evil; there are options to play evil parties), are not keen on long games, find it difficult to immerse themselves and care for the world, then they may find it a little harder to play in this AP. Finally, please also note that there has been a little house ruling for the campaign only; this is outlined in the player’s guide but the big one is the danger in using magical transport spells. If that kind of thing is a deal breaker for your group, (and I know of groups where it would be) then I would suggest avoiding this AP.</p><p> </p><p>It fits our play style so we’re having a whale of a time.</p><p> </p><p>I hope this helps.</p></blockquote><p></p>
[QUOTE="Cafu, post: 6237229, member: 6692807"] Hello Carborundum; apologies for the delay in replying. I was away for the holiday and did not have internet access. After reading your post, the answers to your questions are deceptively long so, this post is a little lengthier than I thought it would be. Yes, Rhuarc was certainly a piece of work. We guessed quite early on just what he was but it didn’t help really. The whole area is set up to give him the maximum advantage; of course, one rarely has the correct spells to deal with someone of that power or level; resting and learning the correct spells was also out of the question for the reasons given in the SH. This was one of the main reasons why one enemy managed to last so long against a group of 6 PCs. I’m just thanking my lucky stars we managed to work out what his plan was regarding that last forcecage trap; otherwise, we’d probably still be there trying to hunt him down. The fight itself was frustrating and tense but ultimately exhilarating. We know our GM sticks to his guns as you put it and we’d worked hard for that victory which made the whole episode so much the sweeter when it was finally over. As regards your other question, the whole tabletop play and its consequent record on the SH is a mixture. I’m afraid none of us are such accomplished actors or improvisers that we are able to speak in character for any length of time; there is some in character speech but not nearly as much as I imply. The style of the SH with the dialogue is a device to break up walls of text and hopefully make it more entertaining and easier to read. There are some tricks one employs such as when one PC makes a knowledge check about something and the GM imparts the information, then I have the relevant PC quote it to the other players in the form of speech; I’m not sure how else to do it really. If the GM imparts specific information to us, then I often choose the most relevant PC who is likely to know this (so Felix if it is divine in nature or Longhelim if it is diplomatic in nature for example) and relate it using that character as a mouthpiece. However, the dialogue, although it is often a paraphrasing, is invariably facts, information or narrative which is perceived, achieved or received during the game. It is very rarely based on details filled in between sessions. On a few rare occasions, the GM has posted some relevant pieces of information on the campaign message boards, but that is it as far as out of session details are concerned. Play can be very tense but is also alleviated with a great deal of humour. Finally, I don’t know what style of play your group enjoys but this AP is epic, high magic, challenging, long term and rewards groups that are in it for the duration. Certain things can happen in one adventure which can seem meaningless at the time and don’t start to make sense until events two or three books down the line. Your group also needs to be willing to immerse in and commit themselves to the world and care for the events that happen within it, otherwise motivation could be difficult. If your group prefers grim and gritty, are difficult to motivate by altruistic reasons (whether for good or evil; there are options to play evil parties), are not keen on long games, find it difficult to immerse themselves and care for the world, then they may find it a little harder to play in this AP. Finally, please also note that there has been a little house ruling for the campaign only; this is outlined in the player’s guide but the big one is the danger in using magical transport spells. If that kind of thing is a deal breaker for your group, (and I know of groups where it would be) then I would suggest avoiding this AP. It fits our play style so we’re having a whale of a time. I hope this helps. [/QUOTE]
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