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1 | Timestamp | Have you played this AP as a GM? | (GM Only) How easy was the AP to run? | (GM Only) How would rate the amount of changes you made to run the AP? | If your group quit the AP without finishing, why did you stop playing? (Optional - Do not answer if your group is still playing) | How would you rate the overall difficulty of the AP for players? | How would you rate the plot for the AP | How would you rate the roleplaying potential for the AP | How would you rate the combat encounters for the AP? | How would you rate each book in this AP? (Rate only the books you have experienced) [The Choosing (1 of 3)] | How would you rate each book in this AP? (Rate only the books you have experienced) [The Destiny War (2 of 3)] | How would you rate each book in this AP? (Rate only the books you have experienced) [The Worst of All Possible Worlds (3 of 3)] | How well did the themes of the AP line up with your expectations, based on the marketing? | How likely would you be to recommend this AP overall? | Additional Comments (Optional: Can contain notes on the AP or the survey itself) | ||||||
2 | 11/11/2024 15:48:07 | Yes | 3 | 1 | 3 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 2 | ||||||||
3 | 11/11/2024 16:14:50 | Yes | 2 | 1 | 3 | 2 | 4 | 3 | 1 | Not Played | Not Played | 2 | 2 | Almost completed book 1, but as written it’s a mostly forgettable collectathon of cards. It’s almost all on the GM to populate the Harrow Court, too many times you need to railroad because the AP gives you scenarios where “it goes beyond the scope of this adventure”, and none of it is really tied to the theme of fate vs. free will. And they chose SO many locations that have little to no official info published that I basically had to homebrew anyways. Be expected to do a lot of work to make the adventure you are happy with. | |||||||
4 | 11/11/2024 16:16:02 | No | Lack of investment in the story, Reasons unrelated to AP quality (ie. Scheduling, Personal Conflicts...ect.) | 1 | 3 | 4 | 2 | 3 | 2 | Not Played | 4 | 3 | |||||||||
5 | 11/11/2024 16:42:36 | No | 4 | 3 | 4 | 5 | 5 | 5 | 3 | 4 | 4 | ||||||||||
6 | 11/11/2024 16:54:14 | Yes | 4 | 5 | 4 | 3 | 3 | 3 | 3 | 4 | Not Played | 4 | 4 | AP is pretty fun! There's a lot of REALLY difficult encounters - even for higher level parties of experienced players, they have almost TPK'ed 3-4 times (even with two full time healers in a heal cleric and a life oracle). However, the encounters are VERY good and thematic -- everything progresses logically throughout the AP, there's pretty clear goals on what to happen, providing options without full railroading, and there a nice variety of stuff going on. There's a decent mix of combat, roleplay, dungeon delving, and larger city roaming so far (we're in chapter 2 of the second book). | |||||||
7 | 11/11/2024 17:42:05 | Yes | 4 | 5 | 2 | 3 | 3 | 3 | 2 | 2 | 2 | 5 | 4 | This campaign was enjoyable but nothing special. Some world hopping but at a certain point it just feels like checking boxes. Better encounter balance but Age of Ashes executes the story type better. | |||||||
8 | 11/11/2024 17:57:20 | Yes | 4 | 2 | 2 | 1 | 5 | 4 | 3 | 2 | 3 | 5 | 5 | Nicoleta comes out of the blue, only prince feels properly integrated. Players felt like not even chasing shadows but expanding their mtg binder which isnt the most drive inducing. Nexus if fate folds to correct card collection use. Interwoven custom bits to cards and side plot of another more directly malicious party being on partys tail with a demigod to fight at the end. | |||||||
9 | 11/11/2024 18:22:50 | Yes | 3 | 2 | 3 | 3 | 4 | 4 | 3 | Not Played | Not Played | 4 | 3 | ||||||||
10 | 11/11/2024 22:40:56 | No | 3 | 4 | 4 | 4 | 5 | 5 | 4 | 5 | 5 | ||||||||||
11 | 11/12/2024 6:57:56 | Yes | 3 | 5 | Lack of investment in the story, Player characters died and did not wish to create new characters or start over | 4 | 3 | 3 | 3 | 3 | Not Played | Not Played | 5 | 2 | |||||||
12 | 11/12/2024 12:05:44 | Yes | 2 | 3 | 3 | 3 | 5 | 3 | 3 | Not Played | Not Played | 4 | 3 | Note to add that my combat responses might be very different from others, as I run Stolen Fates for 2 dual classing players at recommended PL+1. Overall I'm finding the jumping around in Book 1's arches okay, but my players clearly want more investment from each location rather than the quick in and out the AP presents. I do think Stolen Fates offers up a great thematic opportunity if you have player characters that grapple with themes of freedom, free will, fate, destiny, etc. For example, one of my players is a Champion of Desna and the other is (unknown to her) a waker may, and they unintentionally present two ends of the freedom to predetermined fate spectrum. | |||||||
13 | 11/12/2024 12:37:14 | No | 3 | 3 | 5 | 4 | 4 | 4 | 5 | 5 | 4 | ||||||||||
14 | 11/15/2024 12:24:47 | Yes | 2 | 5 | 2 | 3 | 2 | 3 | 3 | 4 | Not Played | 4 | 4 | We’re currently running and not on book 3 yet. Book 1 was slightly repetitive, but personally, the theme carries it though. Book 2 has been good, lots of variances, combats fun and engaging, feels different from 1 | |||||||
15 | 11/15/2024 16:32:34 | Yes | 2 | 4 | 2 | 2 | 2 | 3 | 2 | Not Played | Not Played | 3 | 2 | ||||||||
16 | 11/15/2024 17:52:27 | Yes | 3 | 3 | 3 | 5 | 3 | 4 | 3 | 4 | 4 | 3 | 4 | ||||||||
17 | 11/16/2024 19:15:44 | No | 2 | 4 | 2 | 4 | 3 | 4 | 3 | 4 | 3 | ||||||||||
18 | 11/17/2024 7:51:55 | No | 3 | 2 | 2 | 4 | 2 | Not Played | Not Played | 3 | 1 | My main gripe with the AP is that it doesnt really give your characters a motivation for seeking answers in the first book; Cards just show up in your belongings and your expected to just investigate because... your adventurers? Unless you tailor you character around the adventure you wont have much personal motivation to investigate these weird cards and the world you are pulled into IMO. Combats have been average so far, nothing that exciting. | |||||||||
19 | 11/17/2024 8:06:22 | Yes | 4 | 2 | 2 | 2 | 3 | 4 | 2 | 1 | 3 | 4 | 2 | ||||||||
20 | 12/3/2024 15:50:55 | No | 3 | 2 | 4 | 3 | 4 | 3 | 3 | 5 | 3 | ||||||||||
21 | 1/2/2025 12:24:32 | Yes | 4 | 4 | 3 | 4 | 5 | 4 | 4 | 4 | 5 | 4 | 5 | ||||||||
22 | 5/1/2025 0:22:10 | Yes | 3 | 4 | 2 | 3 | 2 | 5 | 3 | 4 | 3 | 4 | 5 | ||||||||
23 | 5/26/2025 12:11:44 | Yes | 4 | 3 | 2 | 3 | 4 | 3 | 4 | 3 | 2 | 4 | 4 | (As is common in Paizo APs) the primary villain and cap-plot are invisible for the first 2 books. The plot becomes "Which of the 6 unrelated encounters do you want to do first?". The middle book becomes a chain of disconnected encounters before the final battle. The 3rd book essentially rushes collection of the McGuffins before a series of unrelated encounters that the party questions "Why are we even fighting these people? It makes no sense!" The lead in to the final chapter is very frustrating to the players as all the McGuffins are stolen from them (which is meaningless since they still have the McGuffin abilities) And the final big-battle is very VERY short. You will have to do a lot to stretch it out into a worthy encounter, especially if the players take the hint, cash out and buy as many single-use expendables as they can. | |||||||
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