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TimestampHave 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 APHow would you rate the roleplaying potential for the APHow 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) [Devil at the Dreaming Palace (1 of 6)]How would you rate each book in this AP? (Rate only the books you have experienced) [Sixty Feet Under (2 of 6)]How would you rate each book in this AP? (Rate only the books you have experienced) [All or Nothing (3 of 6)]How would you rate each book in this AP? (Rate only the books you have experienced) [Assault on Hunting Lodge Seven (4 of 6)]How would you rate each book in this AP? (Rate only the books you have experienced) [Belly of the Black Whale (5 of 6)]How would you rate each book in this AP? (Rate only the books you have experienced) [Ruins of the Radiant Siege (6 of 6)]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)
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11/11/2024 16:13:58Yes42345423325533A lot of good material available. But with some baffling story decisions
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11/11/2024 16:39:19Yes44435453134543
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11/11/2024 16:41:12No445334455455Look my table expected cop movie tropes not straight laced guard AP so we had a better time
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11/11/2024 16:47:19Yes54455454554355
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11/11/2024 17:33:32Yes44344423332254We enjoyed this campaign a lot. Several memorable villains. Only thing I changed was making Reginald a consistent recurring character in the story. My players enjoyed being interviewed at the end of each case they worked and the payoff was quite fun.
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11/11/2024 18:07:20NoGeneral loss of interest in the game4444444Not PlayedNot PlayedNot Played44
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11/11/2024 18:07:40NoToo difficult for the GM to run, General loss of interest in the game, Lack of investment in the story, Player characters died and did not wish to create new characters or start over424211Not PlayedNot PlayedNot PlayedNot Played42
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11/11/2024 18:08:22Yes334432435Not PlayedNot PlayedNot Played44Some encounters not well balanced, like the construct/ooze in book 2.

Vaskerkin is a better final villain than the real one. This is fixed a bit by setting her up sooner. I made her the police commissioner on the council, and had her befriend the party, supporting them and clearing the red tape, so that her heal-turn is more of a betrayal.

Some of the dungeons are too long with too many encounters. Probably for the xp budget, but cutting random encounters or parts of dungeons tightens up the plot a lot
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11/11/2024 18:11:58NoReasons unrelated to AP quality (ie. Scheduling, Personal Conflicts...ect.)3354322Not PlayedNot PlayedNot Played54
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11/11/2024 21:18:00Yes32The final book was the weakest.455554455Not Played44
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11/11/2024 21:43:49No5222212Not PlayedNot PlayedNot Played12
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11/11/2024 22:01:31No3123Not Played222Not PlayedNot Played12
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11/11/2024 22:36:32NoReasons unrelated to AP quality (ie. Scheduling, Personal Conflicts...ect.)42554Not PlayedNot PlayedNot PlayedNot PlayedNot Played55
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11/11/2024 22:39:10Yes43Reasons unrelated to AP quality (ie. Scheduling, Personal Conflicts...ect.)433455152344
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11/12/2024 1:03:38Yes44345454454454
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11/12/2024 1:27:01Yes23Lack of investment in the story33223Not PlayedNot PlayedNot PlayedNot PlayedNot Played43
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11/12/2024 4:03:45NoGeneral loss of interest in the game3354332Not PlayedNot PlayedNot Played42
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11/12/2024 4:37:14Yes33333453125323Overall Difficulty — Some rough encounters early on, but as the PCs level up they can handle things.

Combat vs RP — It becomes less and less RP the further you got along the campaign.

How much must you change? — I basically had to homebrew the entirety of Book 3, as well as a chapter of book 2. Basically anytime the book expected you to "sit and wait" or not act as a cop/city guard my players went off the rails.

Themes? — The books didn't really support the "Lawful Good Guards" that the Player's Guide wanted you to make, and seemed instead geared towards a Chaotic Good party. In hindsight I realize that each book is essentially taking on its own "cop movie" and "cop movie adjacent" trope and fleshing it out into an adventure. Also doesn't help that as written you are looting citizens you arrest.
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11/12/2024 7:56:52Yes32General loss of interest in the game, Player characters died and did not wish to create new characters or start over423242Not PlayedNot PlayedNot PlayedNot Played51
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11/12/2024 13:42:15No345455342355
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11/13/2024 13:24:04Yes23General loss of interest in the game345344323235
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11/13/2024 15:41:51Yes322454444Not PlayedNot PlayedNot Played54It's an AP series that needs the party and GM to be willing to embrace the different nature of an Urban campaign. Plus the 'police' aspect can be a challenge to some, but that said there are Plenty of alternative options that the community has come up with that work with the AP. Too many parties bounce off due to not expecting the different nature of an city-based AP, and write savage reviews due to false expectations.
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11/13/2024 17:27:47No543444544344Our GM made changes to the end. Final book derailed from premise, which was bit sad. Otherwise solid experience
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11/13/2024 20:08:13NoToo difficult for the GM to run34545Not PlayedNot PlayedNot PlayedNot PlayedNot Played45
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11/14/2024 16:56:39Yes34424444434243The law enforcement angle is definitely something to be looked at from a player expectation perspective. May need to "fix" some things there. Also level 1 is super rough.
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11/15/2024 13:10:23Yes24443444535244
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11/15/2024 17:40:01Yes22Reasons unrelated to AP quality (ie. Scheduling, Personal Conflicts...ect.)445434434425
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11/15/2024 18:39:07No344324344544gm did some heavy changes
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11/16/2024 2:51:22Yes3333544234Not PlayedNot Played23
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11/16/2024 12:44:19Yes324442343Not PlayedNot PlayedNot Played44Absalom Splat Book very helpful in fleshing out campaign. Some encounters quite unbalanced regarding resistances and immunities, i.e. precision, piercing, slashing damage.
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11/16/2024 17:42:52Yes4433542332Not PlayedNot Played54
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11/17/2024 6:00:17Yes32544343525144
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11/19/2024 9:13:31Yes25Lack of investment in the story, Player characters died and did not wish to create new characters or start over32423Not PlayedNot PlayedNot PlayedNot PlayedNot Played22
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11/28/2024 6:25:43Yes34344432455244
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12/3/2024 4:45:55NoReasons unrelated to AP quality (ie. Scheduling, Personal Conflicts...ect.)33344441Not PlayedNot Played43
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12/3/2024 8:08:26NoPlayer characters died and did not wish to create new characters or start over44434432Not PlayedNot Played43
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12/3/2024 12:09:36Yes43444455455444I enjoyed running this but it does require some work depending on your group. You'll also need some session 0 buy in from your players for the cop premise (which you might want to tell your players isn't super strict, depending on how your group wants to run things). If the police looting their arrests is icky for you, you'll have to do some reflavoring. I gave them a bounty system and gave them bulk payouts / magic items from their quartermaster, which they seemed to enjoy. The player's guide recommends nonlethal which works without issue. Be prepared for your players to interrogate npcs though, that caught me off guard early on as I was used to mooks being dead.

In terms of narrative, I made some changes but overall it's pretty good. If you're a player, beware of spoilers! Overall the main villain group is a typical bad guy cult, with some fun focus on Norgorber. The villain of book 5 is absolutely the star of the show, which can make book 6 feel like it falls flat if you run it as written. My players ended up not catching book 5's bad guy in time, so his body swapping device that's mostly there for flavor in the dungeon got used to great narrative effect. Having the big bad be someone who's been fucking with the players the whole campaign gave them a lot of reason to hunt him down, and all of the fights they had with him were quite memorable.

For rp, there's good opportunities, but they often get pushed to the side in favor of plot in this AP. You might want to slow down the pace for Edgewatch, as it's supposed to take place over the course of just a summer, which bothered me a little since it's a 1-20 campaign. Give them some room to breathe and recover from all the trauma. There's a few recurring npcs, but I would say the villains have more potential to be memorable than the supporting cast. So if you want the PCs to have reliable allies that stick through the story, you'll have to do some work. There's subsystems and a swathe of NPCs for your players to get attached to though.

I will say that book 1 sets the tone *really* well. If you can manage to hold that note of desperately trying to make Absalom better in the face of true, distinctly human evil then it'll end up being a lot of fun. I'd say AoE requires a lot of player buy in and some GM effort to get it right, but it has great story potential.
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12/10/2024 10:15:08Yes334344433Not PlayedNot PlayedNot Played43This AP is not a good beginner AP for GMs, or for newcomers to TTRPGs. Much of the whole point of the AP is to subvert the fundamental "Adventurer" model, and there is an onus on the GM to first, make that a compelling exercise in the Pathfinder system, and second, make that work as an ethical exercise (i.e., compensating for Watch Officer income not being equivalent to the pay scale necessary to keep adventurers operating), for which there is very little to no support in the AP itself.

That said, it's still one of my favorite APs in its themes and plots. I like it a lot, warts and all...but a GM running this campaign should absolutely be consulting the GM community on how best to make it work, because running it as written is going to be very challenging.
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1/9/2025 12:05:59Yes45345444Not PlayedNot PlayedNot PlayedNot Played54
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