![]() ![]() ![]() THE WITCHFIRE SWORD PCOr, as I did in one scene, if you have a PC that is likely to be sneaking off on his own, allow that one PC to spot the bad guy(s) and follow if he wants, he will feel that he has accomplished something if he can describe what happened to the rest of the party. Some of the required event scripting can also happen 'off screen' - if it needs to happen, and if the PCs aren't allowed to change it, then there is no reason for the PCs to be there, so let 'em read about it in the papers. Follow it like the railroad it is designed as and, while the players may never notice the railroad they are riding on, it will feel like a scripted computer game and you, the person running it, will have less fun. Use it as an outline, mix it in with some adventures of your own design, and allow the players freedom of choice and you can have some fun with it. I also had to redo some of the maps, since some of the buildings just made no sense as designed (a gatehouse without a gate, that kind of thing). Actually fairly close to the way the book thought the battle would go, except that Oberon was more than willing to target PCs. The Ogrun PC tackling the ex-Inquisitor was the high point of the first adventure, followed by one of the PCs trying to pick up the Witchfire, getting hurt by it, then throwing it in the general direction of Alexia. Or taking the setting and using something like True20 or even d20M/Future to do the mechanics. Love the world, love the idea of the witchfire trilogy, but I think you would be better off coming up with something for the IK on your own. The gun mage is the coolest class ever but when I played one the mechanics felt weak (a homeruled fix wouldn't be too difficult, but thats a nother story). Mechanika can be confusing, more so that even standard DnD magic item creation. But in lots of cases I think the execution of the mechanics falls a little flat. ![]() What I experianced was largely dominated by dungeoncrawls. There are chances for diplomacy, and in some instances you have the choice between combat, stealth, and social interaction but in the end the story moves to predetermined points regardless of what the PCs do. I cannot help but think that the revisions have to be better. But that may have been in part to the somewhat inexperianced DM. I played in two parts of the 3.0 version. is it easy to convert the 3.0 versions of the modules (probably cheaper, if i can find them in a bargain bin somewhere), or should i grab the revised and compiled version? are there any important changes done in the revision (apart from rules updates)? Can pc's gain advantages through diplomacy or is a strong swordarm and high str stat more important?ĥ. THE WITCHFIRE SWORD SERIESor is it a series of classic d20 railroad adventures?ģ. Is there any room for sidetrecks, pc´s going of on tangents etc. is the series any good (an unfair question as i haven't really explained what i want in an adventure.)Ģ. THE WITCHFIRE SWORD FULLSo a few questions, if noone can point me towards a full review:ġ. But i can't find any reviews of it (could be i need to brush up on my googlefu skills), and it's a tad difficult finding any reviews here. I have both of the main Iron Kingdoms setting books (world+character guides), and though i have lots of ideas for adventures in the setting, i thought i might look at the witchfire trilogy as well. As the review section of ENworld is still down, i thought i´d ask the boards instead Is the witchfire trilogy any good? ![]()
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