Wasn't sure where to post but I'm nearly done with the first four episodes and I've cleared up most of the Campaign and Adventurer's Guides. Once I have the first twelve episodes done I'll load them all up somewhere and distribute them out. They come with pictures, maps, tokens, episode modules, adventure sheets, and certificate packs. The first twelve episodes are designed to be played in order and are considered a mini introductory arc to the campaign.
It's slow going, and now I wish I hadn't made fun of George R. R. Martin for his lack of writing. I'm getting cursed with the same type of problems but I think I cleared the block.
I think you're going to find that these twelve episodes normally take 4-6 hours to complete, they can take more if you roleplay the hell out of them. Fun fact, if you see a module marked as a "two-rounder" think 8-16 hours to complete. I really went overboard on Episode III: Hunting Grounds and we're about to play test it in two to three weeks to find out how long it actually runs. Once I put the modules through their paces with the test group I will put on there an estimated run time so those who are GMing these things have an idea of what to expect.
Also, if you are a user of Fantasy grounds you are in luck. Because most of the players I am testing with this don't live where I do I've put together two special modules: * A Blackmoor Tokens module for use with all of the episodes * And a Season 1 Introductory Arc module for you to use in Fantasy grounds to run the first thirteen episodes
Unfortunately the Fantasy Grounds package will only include the NPC pics, the Tokens, the Maps to play on, and the Encounters since I don't have the time to also put in all the boxed text from the .PDFs. But I figured it would allow those who also play remotely with others a quick way to be able to pick up the games and at least read the module off of the .PDF so they can play along. I've already used it for the very first episode and it worked quite well.
It is very exciting working my way through each of these modules one by one.
I keep checking back at my story bible and making tweaks; looking for links.
And I caved a little bit on my no referencing the other modules from back in the day.
This campaign takes place 5-6 years before the MMRPG campaign and it was too hard to resist making some call outs to people, places, or things we wrote about since there was so much left unsaid in those arcs that I figured this would be the place to revisit them.
So if you haven't played all the MMRPG modules for 3.5E, I recommend you get cracking and work your way through them otherwise you may miss some references, easter eggs, and some explanations for why certain rivals ended up where they were, took the paths they walked down, or swayed from the path...
I hope to get these next eight all completed and packaged up into Fantasy Grounds by the end of the Summer so I can release them to you all (and then get cracking on the back 14 episodes).
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