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Warlords of the Accordlands
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<blockquote data-quote="kenobi65" data-source="post: 4077690" data-attributes="member: 1515"><p>We've been playing the WotA "campaign" (one of the books is, fundamentally, an Adventure Path) with an online group (playing via AIM chatroom) for about a year and a half now. We're at level 8 or so.</p><p></p><p>The campaign world itself certainly has a dark feel to it, with three of the major power groups (Elves, Nothrogs, Deverenians) having evil tendencies. </p><p></p><p>I like that some of the races have different takes on them (like the elves), but the "fluff" is sometimes a little weak or vague, IMO. (My PC is a Nimbic, which is a cool concept, but the fluff for the race is pretty slim.)</p><p></p><p>Of the 7 players in the group, only one of the players (plus the DM) is really into the card game (and they are *really* into it; the player in question is the "rules guy" on the Warlord message boards, and the DM created a card-management database that many Warlord players use). It does sometimes seem as though that player has a bit of an advantage when it comes to world knowledge, and knowing how to develop his PC to take advantage of the game world.</p><p></p><p>As was pointed out in the old thread, the game was originally developed as a 3E product, and updated to 3.5, but that update isn't always complete (there are some spells and abilities that seem more rooted in how things worked in 3E). And, some of the world-specific mechanics (such as the Astral subtype) don't seem to work quite right.</p><p></p><p>The campaign book adventures are kind of a mixed bag. Some of them aren't bad, but some of them are just hack-and-slash. And, it doesn't yet feel to us, as players, like there's a strong unifying metaplot across the adventures.</p></blockquote><p></p>
[QUOTE="kenobi65, post: 4077690, member: 1515"] We've been playing the WotA "campaign" (one of the books is, fundamentally, an Adventure Path) with an online group (playing via AIM chatroom) for about a year and a half now. We're at level 8 or so. The campaign world itself certainly has a dark feel to it, with three of the major power groups (Elves, Nothrogs, Deverenians) having evil tendencies. I like that some of the races have different takes on them (like the elves), but the "fluff" is sometimes a little weak or vague, IMO. (My PC is a Nimbic, which is a cool concept, but the fluff for the race is pretty slim.) Of the 7 players in the group, only one of the players (plus the DM) is really into the card game (and they are *really* into it; the player in question is the "rules guy" on the Warlord message boards, and the DM created a card-management database that many Warlord players use). It does sometimes seem as though that player has a bit of an advantage when it comes to world knowledge, and knowing how to develop his PC to take advantage of the game world. As was pointed out in the old thread, the game was originally developed as a 3E product, and updated to 3.5, but that update isn't always complete (there are some spells and abilities that seem more rooted in how things worked in 3E). And, some of the world-specific mechanics (such as the Astral subtype) don't seem to work quite right. The campaign book adventures are kind of a mixed bag. Some of them aren't bad, but some of them are just hack-and-slash. And, it doesn't yet feel to us, as players, like there's a strong unifying metaplot across the adventures. [/QUOTE]
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