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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: StormBringer on August 15, 2008, 05:07:56 PM

Title: {Olde School} Castle Amber!
Post by: StormBringer on August 15, 2008, 05:07:56 PM
I picked up X2 Castle Amber from Paizo the other day, and a bit of poking around revealed Queen of the Spiders, which is a collection of the G, D, and Q series of modules.

The description said is is a revised compilation.  Does anyone have this?  Did they just revise the formatting, but the rest is the same?  QotS is $4, while the modules individually are $4, so getting the super-module would save me something like $30 over each individually, but if they updated a bunch of stuff, I would rather get the original modules.

Any good memories of Castle Amber to share?
Title: {Olde School} Castle Amber!
Post by: ColonelHardisson on August 15, 2008, 05:37:47 PM
I've had Queen of the Spiders since it was first published. It's the Giants and Drow series with Queen of the Demonweb Pits. The individual modules are essentially unchanged, but there is some introductory and connecting material intended to make the modules feel more like a coherent whole. That material isn't very obtrusive, though, so it can be ignored if you want.
Title: {Olde School} Castle Amber!
Post by: StormBringer on August 15, 2008, 06:46:35 PM
Quote from: ColonelHardisson;235662I've had Queen of the Spiders since it was first published. It's the Giants and Drow series with Queen of the Demonweb Pits. The individual modules are essentially unchanged, but there is some introductory and connecting material intended to make the modules feel more like a coherent whole. That material isn't very obtrusive, though, so it can be ignored if you want.
Fantastic!  Looks like Paizo will have another sale on its hands tonight!
Title: {Olde School} Castle Amber!
Post by: wulfgar on August 18, 2008, 07:44:27 AM
I have Castle Amber but have never run or played in it.  It's fun to read, but unless the players have read the module, it's really quite possible to have a TPK in every...single...room.  If you go into it with the mindset that PC deaths ARE going to happen, I can see it being a lot of fun.  I'd probably go with multiple PCs per player or just have backups available and once a party gets wiped out a new one can enter the mansion.
Title: {Olde School} Castle Amber!
Post by: StormBringer on August 18, 2008, 12:52:45 PM
Quote from: wulfgar;236240I have Castle Amber but have never run or played in it.  It's fun to read, but unless the players have read the module, it's really quite possible to have a TPK in every...single...room.  If you go into it with the mindset that PC deaths ARE going to happen, I can see it being a lot of fun.  I'd probably go with multiple PCs per player or just have backups available and once a party gets wiped out a new one can enter the mansion.
I'm going to give it a good read today.  I seem to recall we had learned our lesson about being exceptionally careful by the time we tackled this one, so we came out with very few casualties.  I don't recall any fatalities.
Title: {Olde School} Castle Amber!
Post by: StormBringer on August 18, 2008, 12:57:31 PM
And here is a gem from the first page:

QuoteDuring the adventures the DM should be careful to give the player
characters a reasonable chance for survival. The emphasis is on
reasonable. Try to be impartial and fair, but if players persist at
taking unreasonable risks, or if bravery turns into foolhardiness,
the DM should make it clear that the characters will die unless they
act more intelligently. Everyone should cooperate to make the
adventure fun and exciting.

I will have to shoot that over to Knights 'n Knaves to add into the Olde School papers.