kitsune9
Adventurer
I'm not talking about running an adventure or two from an adventure path, or picking and choosing plot lines and story for your own campaigns.
I'm wondering how many DM's have actually run a published Adventure Path as written, and run it either to the completion of the path, or used at least a majority of the path material (you've added your own stuff) but still ran the path to some form of a conclusion? (I'd even include adapting adventure paths to another system or campaign setting than what it was originally written for, as long as a majority of the adventure path was used and it was run to some sort of conclusion.)
To this point, Adventure Paths have been something for me to longingly read and think about running someday. Unfortunately, someday just hasn't arrived yet.
Also, for those who have run a complete adventure path, what lessons did you learn and what advice would you have for those who want to embark on such an endeavor? And which adventure paths were the best/worst?
I ran Age of Worms start to finish. It was really cool, kind of brutal with many near TPKs, but overall enjoyable. I played in Shackled City, but we found it to be shackling our attention span and I had quit after about six or seventh level for my characters. I heard the group played a few more sessions and went onto to something else.
If you run the APs as written worry about the XP. I found that my AoW guys were completing the mods but didn't have enough XP to adequately handle the next one in the path so I had to provide some fill-in-the-blank dungeon crawl here and there to get them up to speed before the next module. So my advice is that to award the PC's XP and keep track of it yourself to make sure that they get to levels they are supposed to be before they go onto the next module.
Aside from that, go for it! There are a ton of APs out there to get into. Paizo is on their forth or fifth now, there's War of the Burning Sky, and if you play 4E, WotC has produced theirs and 3PP are rolling out with their own.