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What are the greatest Core mods of Year 5?
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<blockquote data-quote="arscott" data-source="post: 3193470" data-attributes="member: 17969"><p>Here are the ones I've played/run, and my feelings on them:</p><p></p><p>COR5-20 Phantoms on the Bright Sands by Tom Kee</p><p>Tom Kee is the head of my local triad and writes many of our mods. This one is classic Tom Kee: Fun, Straightforward, and Tough as hell.</p><p></p><p>COR5-17 Time's Tide on Bright Sands by James Dempsey and Bruce Paris</p><p>Nonsensical, railroady, and needlessly lewd. The only fun part of this mod is commiserating about how horrible it is with your friends.</p><p></p><p>COR5-16 Here Comes the Sun! by Pierre van Rooden</p><p>I personally didn't enjoy this one, mostly because it caused my character to suck in exactly the sort of situation where he should have shined--and part of that ineffectiveness was inserted to set up a railroaded conclusion. And while I can enjoy mysteries, the breadcrumbs in this were too big and obvious.</p><p></p><p>COR5-11 Dark Deceit on Bright Sands by Chris Chesher</p><p>If you play only one bright sands modules, let it be this. Not only because it's a good mod (some fun puzzles and combats), but also because it explains a whole lot about what's going on with the bright sands storyline.</p><p></p><p></p><p>COR5-06 Blood on Bright Sands by Creighton Broadhurst</p><p>Bleh. For something that's supposed to be a grand introduction to an important adventure path, this adventure was pretty boring. Spends way too much time saying "hey, check out what I can do with sandstorm" and not enough delivering a good adventure.</p><p></p><p>COR5-03 Atonement by Theron Martin</p><p>Mixed feelings about this one. It's a much better mystery than I've seen before in an RPGA adventure. When I ran this, my friends were in "push through the boxed text to get to the important combat" mode, so they didn't quite solve the entire mystery. But if they really push, they shouldn't have that much trouble solving the mystery (though I recommend taking more than four hours when you play the mod). My only real complaint is that the boxed text in unnecessarily wordy (and since it can contain clues, tough to summarize or paraphrase)</p></blockquote><p></p>
[QUOTE="arscott, post: 3193470, member: 17969"] Here are the ones I've played/run, and my feelings on them: COR5-20 Phantoms on the Bright Sands by Tom Kee Tom Kee is the head of my local triad and writes many of our mods. This one is classic Tom Kee: Fun, Straightforward, and Tough as hell. COR5-17 Time's Tide on Bright Sands by James Dempsey and Bruce Paris Nonsensical, railroady, and needlessly lewd. The only fun part of this mod is commiserating about how horrible it is with your friends. COR5-16 Here Comes the Sun! by Pierre van Rooden I personally didn't enjoy this one, mostly because it caused my character to suck in exactly the sort of situation where he should have shined--and part of that ineffectiveness was inserted to set up a railroaded conclusion. And while I can enjoy mysteries, the breadcrumbs in this were too big and obvious. COR5-11 Dark Deceit on Bright Sands by Chris Chesher If you play only one bright sands modules, let it be this. Not only because it's a good mod (some fun puzzles and combats), but also because it explains a whole lot about what's going on with the bright sands storyline. COR5-06 Blood on Bright Sands by Creighton Broadhurst Bleh. For something that's supposed to be a grand introduction to an important adventure path, this adventure was pretty boring. Spends way too much time saying "hey, check out what I can do with sandstorm" and not enough delivering a good adventure. COR5-03 Atonement by Theron Martin Mixed feelings about this one. It's a much better mystery than I've seen before in an RPGA adventure. When I ran this, my friends were in "push through the boxed text to get to the important combat" mode, so they didn't quite solve the entire mystery. But if they really push, they shouldn't have that much trouble solving the mystery (though I recommend taking more than four hours when you play the mod). My only real complaint is that the boxed text in unnecessarily wordy (and since it can contain clues, tough to summarize or paraphrase) [/QUOTE]
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