I have been intrigued by this line of “adventure paths” (two words put together that usually make me throw up in my throat a little) for some time. Intrigued enough even to plop down some bucks for the first two.
While the content never rose to my personal gold-standard for hex-crawl campaigns, Runequest's Griffin Mountain, and some of the glossy "hot elf chick wielding foot-wide sword” like art made me balk; I thought, on paper at least, that it did a good job of combining two old-school meta-themes near and dear to my heart: sandbox wilderness exploration and the carving/ruling of new realms in said sandbox.
So what about practice? Has anyone played through these, either as intended or adapted to older editions?
And tell me about the dominion rules especially. Did they intergrate well into the actual tabletop campaign? Were they dropped or modified or did they rock the house?
Inquiring minds want to know.
(I know, I know this is a query better for a forum, but I am spending my gaming writing energy finishing the Domain Game turn reports before my players skin me alive for all my recent procrastination. )