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Amazing Adventures quick start?

Posted: Fri Jun 13, 2014 2:01 am
by old school gamer
I was too late to get in on the kickstarter but I noticed that one of the items mentioned was an Amazing Adventures quick start. I would love to get a hold of this. Could you tell me when this will be available?

Re: Amazing Adventures quick start?

Posted: Fri Jun 13, 2014 3:46 pm
by Treebore
That is the only place I have even seen it mentioned, its certainly not available anywhere, meaning the TLG online store, or drivethrurpg. So as far as I can tell, its never been released. It may be something they are doing for the upcoming Free RPG Day.

Re: Amazing Adventures quick start?

Posted: Fri Jun 13, 2014 11:37 pm
by old school gamer
I hope so.

Re: Amazing Adventures quick start?

Posted: Sat Jun 14, 2014 8:18 am
by tylermo
As far as I know, Druid's Lament (for Castles and Crusades) will be the free rpg day adventure this year. Unfortunately, it coincides with a convention I'm at. Probably going to miss it.

Re: Amazing Adventures quick start?

Posted: Wed Aug 06, 2014 6:44 pm
by Jason Vey
There is indeed (now) an Amazing Adventures quick start. I just proofed the layout a couple weeks ago.

I don't know what Steve's ultimate plans are for it, but it was, iirc, a stretch goal on the new C&C book set Kickstarter.

The adventure title is Ashton and the Augments.

By the way--sorry I fell off the face of the Earth, there...things in my life have been batshit the past 8 months or so!

Re: Amazing Adventures quick start?

Posted: Thu Aug 07, 2014 11:22 am
by finarvyn
Exciting news about the QuickStart. Hope we get to see it soon! 8-)

Re: Amazing Adventures quick start?

Posted: Thu Aug 07, 2014 8:32 pm
by Jason Vey
So do I! I think the adventure is pretty damn fun.

Where our first adventure was an Indiana Jones-meets-Cthulhu romp, our second one was a 50's pulp sci fi run, our third was a haunted temple in true Weird Tales style, this one is a super science adventure along the lines of H.G. Wells, only set in the 1920s. A cabal of scientists has a secret plan to unleash havoc on the world, then sell their secrets to the highest bidder, and only the heroes can stop them! This one involves car chases, femme fatales, gigantic mutant sewer gators, evil scientists...you name it!

Re: Amazing Adventures quick start?

Posted: Thu Aug 07, 2014 9:13 pm
by serleran
Quick-starts are excellent ways, with a few pre-gens, to just jump in and get gaming. I think every game needs a version like that.

Re: Amazing Adventures quick start?

Posted: Sat Sep 26, 2015 10:40 am
by finarvyn
I wanted to give this a bump.

Any news on the quickstart? I have all of the rulebooks so I probably don't need one, but QS rules always start off more streamlined and are better for getting players started quickly, which is important if I run AA at my local game store.

Re: Amazing Adventures quick start?

Posted: Tue Dec 01, 2015 9:48 pm
by Tadhg
Another bump! :P

Re: Amazing Adventures quick start?

Posted: Wed Dec 02, 2015 5:59 pm
by Jason Vey
TLG has changed their approach to introductory modules/quick start rules. The original adventure has been redone as a full adventure module; if/when TLG releases it, I'm not sure. At some point I will do another that will use the new quick start approach but my plate has been very full with projects lately :|

Re: Amazing Adventures quick start?

Posted: Sun Dec 06, 2015 12:07 am
by Tadhg
The Grey Elf wrote:TLG has changed their approach to introductory modules/quick start rules. The original adventure has been redone as a full adventure module; if/when TLG releases it, I'm not sure. At some point I will do another that will use the new quick start approach but my plate has been very full with projects lately :|
Thanks for the info, Jason.

Penny ran our first game last night and it was excellent!

Rhu. :)

Re: Amazing Adventures quick start?

Posted: Tue Dec 15, 2015 10:34 pm
by Jason Vey
Rhuvein wrote:
The Grey Elf wrote:TLG has changed their approach to introductory modules/quick start rules. The original adventure has been redone as a full adventure module; if/when TLG releases it, I'm not sure. At some point I will do another that will use the new quick start approach but my plate has been very full with projects lately :|
Thanks for the info, Jason.

Penny ran our first game last night and it was excellent!

Rhu. :)
Great! Glad to hear it!

Re: Amazing Adventures quick start?

Posted: Tue May 31, 2016 1:06 am
by Wasgo
Jason Vey wrote:TLG has changed their approach to introductory modules/quick start rules. The original adventure has been redone as a full adventure module; if/when TLG releases it, I'm not sure. At some point I will do another that will use the new quick start approach but my plate has been very full with projects lately :|
I see on DriveThruRPG that there's now both the module, and the free Quick Start adventure. Are they largely the same adventure?

Re: Amazing Adventures quick start?

Posted: Wed Jul 06, 2016 8:11 pm
by Jason Vey
Wasgo wrote:
Jason Vey wrote:TLG has changed their approach to introductory modules/quick start rules. The original adventure has been redone as a full adventure module; if/when TLG releases it, I'm not sure. At some point I will do another that will use the new quick start approach but my plate has been very full with projects lately :|
I see on DriveThruRPG that there's now both the module, and the free Quick Start adventure. Are they largely the same adventure?
The free quick start, Under the Blood Red Moon, was our Free RPG Day release this year. It's entirely separate from Ashton and the Augments.

Re: Amazing Adventures quick start?

Posted: Wed Jul 06, 2016 8:17 pm
by finarvyn
I picked up a copy on Free RPG Day. Any idea if this will be out in PDF at some point?

Re: Amazing Adventures quick start?

Posted: Wed Jul 06, 2016 8:32 pm
by Jason Vey
finarvyn wrote:I picked up a copy on Free RPG Day. Any idea if this will be out in PDF at some point?
Honestly, I've no idea. I'm trying to talk Steve into printing off a bunch to pass out at Gen Con. I don't know if that'll happen, either ;)