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General Tabletop Discussion
*TTRPGs General
What are the greatest Core mods of Year 5?
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<blockquote data-quote="D'karr" data-source="post: 3190109" data-attributes="member: 336"><p>Another good thing about the LG modules is that they are authorized for Online play.  If you can't get 4-6 players in your local area, you can probably still find 4-6 players willing to play the mod online.</p><p></p><p>I started with the RPGA about 2.5 years ago.  I've met some really cool people that I enjoyed playing with.  I've met some jerks too but the vast majority have been good people.  My RPGA experience also got me a slot at a pretty fun FR home campaign.</p><p></p><p>My experience with the RPGA has been mostly positive, even with some of the weird snags over the last year.  The mods, like anything else, can range from good to bad.  However, the design of them is much more restrictive than for a "home campaign".  If you are aware of this and willing to live with the restrictions then I'm sure you'll have fun.</p><p></p><p>As far as recommendations, I'd say the Bright Sands modules, and All Roads Lead to Rauxes are very good and with the right group can be stellar.  Here comes the sun is an interesting investigative module.  Atonement is very cool because of the different twists.  Return to the Undercity was a fun one because of the weird group I played in, even though the module is not stellar.  Clipping wings is a fun mod, specially if you played the previous mod Shedding Scales.  IMO, Desecrator's of the Lord's Tomb is only average, and only if you play with a good DM and a good group.</p><p></p><p>In other words, from most of the mods, you'll get what you put into them.  Even the worse stinker can be good with the right group and the right attitude.</p></blockquote><p></p>
[QUOTE="D'karr, post: 3190109, member: 336"] Another good thing about the LG modules is that they are authorized for Online play. If you can't get 4-6 players in your local area, you can probably still find 4-6 players willing to play the mod online. I started with the RPGA about 2.5 years ago. I've met some really cool people that I enjoyed playing with. I've met some jerks too but the vast majority have been good people. My RPGA experience also got me a slot at a pretty fun FR home campaign. My experience with the RPGA has been mostly positive, even with some of the weird snags over the last year. The mods, like anything else, can range from good to bad. However, the design of them is much more restrictive than for a "home campaign". If you are aware of this and willing to live with the restrictions then I'm sure you'll have fun. As far as recommendations, I'd say the Bright Sands modules, and All Roads Lead to Rauxes are very good and with the right group can be stellar. Here comes the sun is an interesting investigative module. Atonement is very cool because of the different twists. Return to the Undercity was a fun one because of the weird group I played in, even though the module is not stellar. Clipping wings is a fun mod, specially if you played the previous mod Shedding Scales. IMO, Desecrator's of the Lord's Tomb is only average, and only if you play with a good DM and a good group. In other words, from most of the mods, you'll get what you put into them. Even the worse stinker can be good with the right group and the right attitude. [/QUOTE]
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