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Playtest Review Shannon Appelcline March 26, 2008 (Excellent!) A great set of adventures published by Paizo in the last year of Dungeon Magazine. Shannon Appelcline has written 536 reviews (including 35 rpg reviews), with average style of 3.99 and average substance of 3.79. The reviewer's previous review was of Murder City. This review has been read 3314 times. |
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There had surely been campaign-long adventure paths before. The classic T, A, G, D, and Q adventures from Advanced Dungeons & Dragons similarly formed an adventure path, though it wasn't really put together until the super modules T1-4, A1-4, and GDQ1-7 were published in 1985-1986, and it never actually cohered across all three books. Similarly Wizards of the Coast published a D&D3E Adventure Path from 2000-2002, though it also was hobbled by poor connections among the adventures.
Thus it was really Paizo who put everything together (at least for D&D) with The Shackled City, the first of five adventure paths that they've written to date, all of which allow play through a large set of levels (1-20 for the first adventure paths, 1-15 for the later ones) and all of which have much more cohesive campaign-long story lines.
This is a review of Paizo's third adventure path, Savage Tide, which runs through Dungeon magazines #139-150. It's more specifically an AP review of the first three adventures in that path, "There is No Honor" (#139) by James Jacobs, "The Bullywug Gambit" (#140) by Nicholas Logue, and "The Sea Wyvern's Wake" (#141) by Richard Pett, plus a tiny bit of the fourth adventure, "Here There Be Monsters" (#142) by Jason Bulmahn.
For a more extensive AP of the adventures, please see D&D3.5: Savage Tide in the RPGnet Forums.
The notion of an adventure path, at least in the more coherent form published by Paizo, is a neat one, because it offers the sort of campaign-long plot that's usually only possible in a home-brewed campaign. It's pretty hard if you're just running individual published modules to make everything fit into a truly consistent tapestry, but with an adventure path that's the de facto expectation.
However, there are some dangers and limitations of adventure paths as well.
First up, I'd like to say that Paizo generally has a superb graphic design sense and this comes out in everything they publish. The Savage Tide adventures in Dungeon magazine are all beautifully produced, with great artwork, good-looking maps, and lots of attention to detail, like portraits of characters. The only thing that really doesn't stand up are the occasional player handouts, which are mostly just printed out in a cursive font.
The other element of Style is theming, and here Savage Tide also does well. It's not the typical D&D adventure. Instead it delves into various pulp genres. In the first four adventures, reviewed here, we have zombies, other monstrosities, swashbuckling ship-board action, and giant dinosaurs.
How much of the actual feel of the pulp genre will carry over to your own campaign is up to the DM. For my game's part, the pulp stylings are mostly background. However, for a group more interested in pulp gaming, you could turn this all into a serious pulp campaign.
Overall, Savage Tide does a great job in both its graphics and its themes, so I've given it a full "5" out of "5" for Style.
There are herein some minor spoilers for the overall plot of the first four Savage Tides adventures.
Savage Tide is an adventure set in the outskirts of the world of Greyhawk. In the town of Sasserine, Lavinia of the noble Vanderborens is trying to recover her family's estate following the death of her parents.
The players are hired on, first to help get Lavinia's affairs in order, then to find her brother. As time goes on, they'll end up investigating pirates, defending the Vanderboren estate from attack, and eventually guarding a pair of ships headed down to a distant colony founded by Lavinia's parents ... on the Isle of Dread.
The first two adventures are pretty heavy on combat, as you'd expect from a standard 3E adventure. There are zombies, thieves, bullywugs, and pirates to be fought. There's some chance for tactical nuisance here, particularly in an extended raid on a thieves' den, but the first two adventures don't notably rise about the hack-and-slash stage of adventuring.
Nonetheles, they're well written for that sort of adventure. They're colorful--thanks largely to the pulpish stylings around mentioned--they're interesting, and when they do delve into actual "dungeons", they're dungeons that really make sense.
It's the third adventure, "The Sea Wyvern's Wake", which really shows off the adventure path's ability to offer up different types of stories. The Wake is a heavily character-oriented adventure that gives players the ability to interact with NPCs and form relationships. Even our group, which is pretty hack-and-slash heavy, got to know some of the NPCs from the adventure, and I really had a ball playing them.
There are a few problems that I'd raise with the adventure overall:
Overall, I think Savage Tide is a high-quality combat-oriented adventure with some potential to really expand into other types of adventures more centered on problem-solving and character interaction. There's also a neat big-picture story that I trust will give the adventure path the epic feeling it'll eventually need, though we haven't really gotten to it yet.
On whole I've given Savage Tide a "4" out of "5" for Substance.
Paizo publishes good-looking high-quality adventures. Thus far I've been 95% satisfied with the Savage Tide adventure path, and I've gotten good feedback from my players as well. For the DM who doesn't have the time to design his own adventures, look no forward than the Paizo adventure paths (though either the Shackled City hardcover or Pathfinder magazine is probably a bit more accessible than Savage Tide at this point).
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