The
player’s guide for an adventure path is an important book for
setting up the campaign and getting the players started. The
successful guides help players to create characters that will fit
into the adventure path, have a decent chance of surviving it, and be
enjoyable to play. A less successful guide might give players a wrong
impression of what the adventure path is about, resulting in
characters that don’t fit. The Wrath of the Righteous Player’s Guide
is certainly one of the more successful ones. It makes clear what the
adventure path entails and gives useful background information,
although it is lacking a bit in the advice department.
Like
many adventure paths, Wrath of the Righteous tries
out some new ideas and new mechanics. The most obvious, in this case,
are the rules from Mythic Adventures,
but the campaign also makes use of rules from Ultimate Campaign, in particular
the downtime and mass combat rules. Wrath of the Righteous
also tries something new with campaign traits. As usual, the six
campaign traits provided in the Player’s Guide
provide backgrounds for the characters that tie them to the adventure
path in various ways. Each trait is also tied closely to one of the
six mythic paths. Choosing a trait does not mean that the character
must later choose its associated mythic path, but rather that the
trait and the path compliment each other well. But what makes these
traits different than the usual campaign traits for adventure paths
is that each of these traits leaves something unresolved from the
character’s past—something that will come into play during the
adventure path itself.
While
I think this added aspect of campaign traits has a lot of potential
to enhance the adventure path, it also brings with it a couple of
problems. I spoke of these problems in my review of Demon’s Heresy, but I’ll
discuss one of them here again in a less spoilery way. The biggest
problem they introduce is what to do in the event of character death
or new characters joining (due to a change in players). It’s
recommended that every character have a different campaign trait, but
there are only six altogether. There are suggestions with each trait
on how to handle multiple characters having them, but in all cases,
these suggestions are for multiple starting characters. If new
characters are introduced during the campaign, there’s a very good
chance they won’t have one of the campaign traits, which will make
more work for the GM when the time comes for the traits to be
resolved. This same problem can also occur if one (or more) of the
players simply isn’t interested in any of the traits and chooses
not to take one of them. On the whole, this is not an insurmountable
problem, but one that both players and GMs should be aware of so that
accommodations can be made if necessary.
