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<blockquote data-quote="Primitive Screwhead" data-source="post: 5255009" data-attributes="member: 20805"><p>I, as a time strapped DM, agree with Morrus and Ranger Wickett. The War of the Burning Sky is a perfect AP from my POV as it provides a deep background, rich world, and sample encounters that can be tweaked as needed.</p><p> </p><p> The only thing that would improve on it is a clearer following of the "3-clues rule" and push the 'narrow-wide-narrow' design deeper into the adventures. Most of the modules are set up in three acts, each with chokepoint bookends. Which means the 12 published modules are really like 36 mini-adventures... and in a once a month 4 hour game I don't have time to explore the 'wide' portions of the adventures. This has turned some of the modules, like #6 the Castle Korstull, into one massive railroad from stem to stern.</p><p> {that being said, WoBS is *still* the best AP out there! I just wish I had more time.... and I wish I had the 4e version for module #7 and #8 already. <em>Still willing to proof-read them!</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> }</p><p></p><p> Upthread I mentioned the CP2020 module 'Chrome Berets'. It was set up narrow-wide-question mark. Basically the writer set the stage with a starting point and detailed the various factions on the island. Where it went from there was totally up to the players and there were 4 or 5 options to how it ended. They included set-peice encounters, along with a 'how this develops if...' portion to assist in adapting the encounter if the players went the other way.</p><p></p><p>Synopsis:[sblock]</p><p> A dictator on a island is having trouble with a civil war, so he hires the PCs to assist in asymetrical warfare and defeat his enemies. The PCs are handed control of the military and are left to thier own devices. Two corporations are involved, along with the Agency. The Players can run the battle from the command center, engage in combat in the field, try diplomancy, switch sides, convince someone else to switch sides, feed the battle to keep the kibble coming.... pretty much anything other than leave the island.</p><p> Ending options are 1: goverment wins, 2: rebels win, 3: war is sustained...</p><p> Winning can be by removal of corporate support, military defeat, diplomancy, or assasination.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5255009, member: 20805"] I, as a time strapped DM, agree with Morrus and Ranger Wickett. The War of the Burning Sky is a perfect AP from my POV as it provides a deep background, rich world, and sample encounters that can be tweaked as needed. The only thing that would improve on it is a clearer following of the "3-clues rule" and push the 'narrow-wide-narrow' design deeper into the adventures. Most of the modules are set up in three acts, each with chokepoint bookends. Which means the 12 published modules are really like 36 mini-adventures... and in a once a month 4 hour game I don't have time to explore the 'wide' portions of the adventures. This has turned some of the modules, like #6 the Castle Korstull, into one massive railroad from stem to stern. {that being said, WoBS is *still* the best AP out there! I just wish I had more time.... and I wish I had the 4e version for module #7 and #8 already. [i]Still willing to proof-read them![/i] :) } Upthread I mentioned the CP2020 module 'Chrome Berets'. It was set up narrow-wide-question mark. Basically the writer set the stage with a starting point and detailed the various factions on the island. Where it went from there was totally up to the players and there were 4 or 5 options to how it ended. They included set-peice encounters, along with a 'how this develops if...' portion to assist in adapting the encounter if the players went the other way. Synopsis:[sblock] A dictator on a island is having trouble with a civil war, so he hires the PCs to assist in asymetrical warfare and defeat his enemies. The PCs are handed control of the military and are left to thier own devices. Two corporations are involved, along with the Agency. The Players can run the battle from the command center, engage in combat in the field, try diplomancy, switch sides, convince someone else to switch sides, feed the battle to keep the kibble coming.... pretty much anything other than leave the island. Ending options are 1: goverment wins, 2: rebels win, 3: war is sustained... Winning can be by removal of corporate support, military defeat, diplomancy, or assasination. [/sblock] [/QUOTE]
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