Opinions and thoughts on the Slave Lords series?


Opinions and thoughts on the Slave Lords series? I'm looking for something to adapt for my 5e cyberpunk campaign and this series doesn't seem like it would need too much tweaking. Cults and corporations could be kidnapping people and mutants to do hideous experiments on them in preparation for an attempt at mind-controlling millions of people Snow Crash style.

Comments

  1. A1 was my favoritest module to flip through back in '82. I have no comment on its actual quality.

    ReplyDelete
  2. Andrew Shields that looks promising. Thanks.

    ReplyDelete
  3. It's pretty goddamn railroady.  I'm not sure that modern players would be inclined to put up with some of that shit.

    ReplyDelete
  4. I have read about how they're railroady but I haven't done more than skim the first adventure yet. Is it a railroad within the adventures, or is the railroad assuming the PCs will continue to follow each adventure one after the other?

    ReplyDelete
  5. It's been a few years since I read them, but I recall that the party getting captured/made slaves as a mandatory plot event recurs in pretty much every module.

    Hell, the premise of Slave Pits of the Undercity is that the party is captured at the end of the previous adventure and then dumped with no gear into the Slave Pits.

    ReplyDelete
  6. Or...spoiler alert for 35 year old adventures...
    ..
    .
    .
    .
    or are you talking about the "you get captured no matter what" thing? I would avoid that.

    ReplyDelete
  7. Well, that's like a spoiler alert for Hamlet, as far as I'm concerned.

    I had the omnibus version reprinted by TSR, so I might not be working off the original material.  But the party required to be captured at least twice, once to be made slaves on a ship, then to be thrown into the Dungeons of the Slave lords (which is fairly far in, near the end of the series).

    I don't think that you'd have that much trouble getting most parties to continue the adventures once they get started, though.  In my experience, parties will either a) take the slave lords messing with them personally, and set out to utterly crush them, or b) see the slave lords organization as a golden opportunity, and set out to utterly take over.

    ReplyDelete
  8. One of the biggest problems with the original Slave Lords modules is that they are designed for tournaments, with scoring, resisting adaptation. That's obnoxious.

    ReplyDelete
  9. Lots of monsters. Not sure what you would do with that.

    On the other hand... CYBORG ICAR. I'm basically sold on that.

    ReplyDelete

Post a Comment

Popular posts from this blog

This is my gaming circle minus my ACKS players.