View Full Version : Road to Revolution

11-16-2011, 10:41 AM
Just about to start a new D&D3.5 campaign and whilst looking around for an adventure path type setting that none of us have played/run already I came across Road to Revolution by 0one Games which seems to fit the bill. http://forum.rpg.net/images/smilies/cool.gif

So I was wondering if anybody had any feedback regards running or playing it or advice on strengths or weaknesses.

Or comments on supplementary material (there is a settings book and some other urban adventure stuff from 0one that appears optional - but how optional?)

Any comments, suggestions and/or opinions welcome http://forum.rpg.net/images/smilies/biggrin.gif

Oh and don't be worried about spoilers - I'm running it and my players don't visit http://forum.rpg.net/images/smilies/eek.gif

11-19-2011, 01:21 PM
never seen it, i'm afraid. give some details, and i can make up feedback. ^^ not quite what you were looking for.....

11-20-2011, 04:32 AM
No worries - I've asked on a few boards and your response seems to sum up the collective knowledge quite nicely!

11-25-2011, 03:16 PM
well, at least it will meet your "no one has played it" criteria, if not the advice part. ^^

11-26-2011, 04:10 AM
LOL, there is that :-D

11-26-2011, 03:41 PM
if you want traps or twists, i'm happy to lend some interesting thoughts.

11-27-2011, 09:33 AM
I was just wondering how others had found the series linked together. On just reading them the the links and backplot seem, how can I put this, a bit forced or tenuous and seem to rely on a lot of setting based info. As individual adventures / hooks they seem fine and I can always drop them in any urban environment, my suspicion is that actually that's all they are. So I was really looking for any comment from someone who had run or played them, but it appears that no-one has :-D

11-27-2011, 02:44 PM
i tend to start with an adventure module, but then it takes off on me and runs rampant. oh, and the pcs will do at least three unexpected things on top of my own oooh-how-cool-would-it-be-ifs. ^^

11-28-2011, 09:42 AM
Absolutley - I'd be disappointed if the PCs hadn't picked up and run with at least one of the balls I leave lying around but having a central core of a module or AP is very useful. Acts as a focal point and lodestone around which the Players can create their own Awesome :biggrin:

12-05-2011, 02:32 AM
had a bit of run rampant happen to me recently. my oh-noes-not-everyone-showed-pickup campaign was pretty lackadaisical until i suddenly started getting these ideas.... now i have bits and pieces of four or five different modules scattered through a campaign which will push them past epic... and pit them against some serious mojo from all sides of the alignment fence.

12-05-2011, 04:38 AM
LOL indeed that's what usually happens IMO.:biggrin:

My main problem is that I have a couple of players who have literally run, read or played just about every published module written between them, this makes it hard work to blend published material. Really thought I'd found something with RtR but I'm not sure the dark/gritty urban vibe is really what my guys want although I am thinking of adding them (or elements thereof) into a Saltmarsh-Savage Tide-Freeport-Slavers melange based out of a seedy port city...:eek:

We'll see what the New Year brings :cool:

12-06-2011, 11:21 AM
What I've done to combat the "I-gotta-read-every-module-on-the-market" folks is to start them on a VERY easily found module (that I KNOW they've read!!), and then totally change the end. The BBEG in the final encounter is supposed to be an elven warlock? Nope, now a human vampire. Supposed to be a dragon? Now an elemental of a different type (fire/ice, etc). I absolutely LOVE to hear the, "But THAT'S not supposed to be there!!" from the players. Should they survive, we have a talk about metagaming - and THEN they find the "I.O.U" in their pouch for the local sage for the (bad) intelligence they used to fight the nonexistent enemy. It only takes once before they stop anticipating.

12-07-2011, 04:35 AM
Yeah that's a reasonable response if it works for you. :biggrin:

Unfortunately we've sort of already done that as well - the three core members of my group have all been playing/DMing since 1978 and you burn through a lot of published material in that time. The sad thing is that back when we had all the time in the world and could have written new adventures easily we were lazy kids and didn't, now that we have busy adult lives with jobs and stuff we don't have that time but we've already burnt the resource. :confused:

It's one thing to change the details of an encounter it's another to change the basic precepts of an adventure path - you might as well write your own, it'd be less work.:rolleyes:

But here's the thing - it's not that any of us won't play an adventure we've played before (heck our previous campaign was a 2ed ToEE, for what the fourth time, and before that we returned to Haranshire for a 2ed Night Below reprise) but rather that it's getting difficult to generate the enthusiasm for such. :o

I was originally planning on running Shackled City (on the basis that it's been a while) but the overwhelming response was "done that can we do something new?" And there's the rub finding something "new" is proving very tricky, so I'm all ears...anyone got any suggestions for good quality campaign arc material that is perhaps slightly off the beaten track so there's a chance we haven't played/run it before?

I'd be seriously interested in suggestions. :biggrin:

12-09-2011, 10:22 PM
I read published adventures for ideas. I seldom if ever use one "out of the box"

First the intro and location have be adapted to my world. Next any thing i nthe modual that I don't like has ot change. Yea, I usually end up changing them to something the author would not recognise.

I tend to roll my own. Greek refugees are about to hit their city from the recent volcanic detonation. Tramp steamers overloaded with the hungry the sick, and the dying. They have plague among them it's a low cleric setting. North city will of course shove the lot on the south city.

Within the year the sea people raids will start.

12-10-2011, 09:49 PM
cut and paste, mix and match. invert here and there. it'll work. and then just make up the rest. the party will make a hash of it anyway. ne?

12-11-2011, 11:56 AM
I have actually been asked to run the "Lost Caverns of Tsojcanth" campaign for a new table top group that has formed. Two of the people in this group are actually from the other group that I had run this for. So that it will be interesting for them as well as the new folks, I told them that I will be making changes so that everything isn't the same as when they played the first time. Currently there are five players and maybe a sixth once one of them checks with a co-worker that has expressed interest in wanting to get into gaming with RPGs. This time, we will be limiting the number of members though. Since the Tsojcanth module is able to support up to 8 characters, I told them that that would be my upper limit. The other group started out at 9 characters and eventually exploded to 13. The three of us (myself and the other two from the first group) have all agreed to this limit since we will be the main three DM/GMs of the new group.

What I am curious to get responses from you folks here, is to if I should use the same module encounters just moved around, change all of the module encounters to something different, or a combination of both? I do have plenty of creatures/demons that were not used in the first group. Plus there were some encounters that the original group didn't even do, simply because the characters didn't go to that particular place (Especially inside the Lost Caverns themselves).

Also, I am still debating about putting a campaign log for the second running on my blog. I do know that the other to logs did recieve (and still do to some extent) quite a bit of reading.

12-13-2011, 01:39 AM
i suppose some backstory might play into your decision. is this simply a different time period, with the location repaired / reinhabited? or is it going to be an alternate universe / dimension / timeline? will this tie into a campaign, or be a one-shot (effectively)? you could assign a new theme, or do a what if sort of switch up with the storyline, and project the logical consequences.... anything sound interesting?

12-13-2011, 08:03 PM
Niji, I will actually be running the whole campaign module for the new group. It will probably take from a year to a year and a half to actually get through the whole thing from beginning to end. Although, since there will not be an extra (third mage) and could possibly be only 6 characters instead of 8, it should make for encounters running very differently. Another thing that will change the encounters is that we will be using the initiative roll to see what order the characters and other creatures and NPCs order of turns are. The first group had a lot of folks that weren't used to playing anything than 3.x, and to ease them into 2E, initiative and how spells were learned & relearned was altered so as to not overwhelm the players. The second group won't have any issue with the 2E system.

12-15-2011, 10:14 PM
um, maybe it's just a long time for me, but isn't initiative the same in 2e or 3e? you roll, and take your turn in the resulting sequence?