Has anyone actually run this entire campaign?
How did it go? Did you use 1st or 2nd ed?
Do you have an summary of it online? (adventure log)
thanks!
Island at the Edge of the World...anyone run it?
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- The Dark Elf
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Re: Island at the Edge of the World...anyone run it?
OH YEAH!!!!
First edition, must have made it last ten years with four sequels returning to the Valley and the Island!!
Used the book as is for the summary - the sequels depended on what the players do...
I did changed one thing to make it play out like an "accomplishment":
First edition, must have made it last ten years with four sequels returning to the Valley and the Island!!
Used the book as is for the summary - the sequels depended on what the players do...
I did changed one thing to make it play out like an "accomplishment":
Spoiler:
Re: Island at the Edge of the World...anyone run it?
Yes, my group ran this campaign many years ago when the book was first released. So we played using 1st edition rules (because 2nd edition didn't exist at that time). However, I would probably modify it to 2nd edition rules if I was going to run the game today. Only a few NPC stats actually need to be slightly adjusted. Sorry this was all Table Top (old school) we didn't log everything like the kids do today, so there is no online summary.
It went well and was fun plot line. I especially enjoyed the Church of Scar battles. The were probably my favorite part of the campaign.
One issue with the campaign maintaining any kind of cohesion and continued motivation for the players to move from one adventure location to the next is almost solo reliant on Archie. Should the group not go along with him, he die or an other number of scenarios that the GM didn't expect (like not properly motivated Player Characters) the campaign can go off the rails and getting back on track isn't as intuitive as it should be.
Traveling from one location to another while in the Old Kingdom Mountains goes smoothly and progress logically. The adventure kind of gets disjointed and the GM will have to fill in the gaps when taking the players from the Old Kingdom Mountains through Timiro. That is a lot of distance to travel and a lot of unaccounted for adventure opportunities. This is an opportunity to run the Place of Magic and many other adventures in the back of The Old Ones book. However, doing those adventures may likely sidetrack this campaign and stagnate the players interested in completing the final plot line.
It went well and was fun plot line. I especially enjoyed the Church of Scar battles. The were probably my favorite part of the campaign.
One issue with the campaign maintaining any kind of cohesion and continued motivation for the players to move from one adventure location to the next is almost solo reliant on Archie. Should the group not go along with him, he die or an other number of scenarios that the GM didn't expect (like not properly motivated Player Characters) the campaign can go off the rails and getting back on track isn't as intuitive as it should be.
Traveling from one location to another while in the Old Kingdom Mountains goes smoothly and progress logically. The adventure kind of gets disjointed and the GM will have to fill in the gaps when taking the players from the Old Kingdom Mountains through Timiro. That is a lot of distance to travel and a lot of unaccounted for adventure opportunities. This is an opportunity to run the Place of Magic and many other adventures in the back of The Old Ones book. However, doing those adventures may likely sidetrack this campaign and stagnate the players interested in completing the final plot line.
Re: Island at the Edge of the World...anyone run it?
Used it as a part of the reawakening of the old ones campaign, was a lot of fun, was first ed, and no summary as I only had dial up when i was doing it and had no inkling of putting it on the net.
- Reagren Wright
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Re: Island at the Edge of the World...anyone run it?
I've used the town of Dozen Fracts and the first half of the adventure to lead up to
other adventures that I've ran. In fact, I plan on references parts of this book in my
Lopan submission. Did some 2nd edition conversion for many of the NPCS on the 2nd
edition post here on the message board.
other adventures that I've ran. In fact, I plan on references parts of this book in my
Lopan submission. Did some 2nd edition conversion for many of the NPCS on the 2nd
edition post here on the message board.
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Re: Island at the Edge of the World...anyone run it?
We started it.....
Our group was unwilling to surrender to mind control, fought our way out of the valley, and since we hadn't been conditioned...lead an army back to destroy "the pit of foul depravity". As Archie died in the ensuing battle it got really hard to get us on the path (the GM had to resort to a visitation from a god in our dreams....)
Our group was unwilling to surrender to mind control, fought our way out of the valley, and since we hadn't been conditioned...lead an army back to destroy "the pit of foul depravity". As Archie died in the ensuing battle it got really hard to get us on the path (the GM had to resort to a visitation from a god in our dreams....)
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."