Zaran
Adventurer
Why would you want your heroes doing anything LESS than saving the world? An RPG where you run a bakery would get rather boring.
Not everyone wants to be heroes all the time.
Why would you want your heroes doing anything LESS than saving the world? An RPG where you run a bakery would get rather boring.
This is the problem with the adventure path format. If you want adventures that take you up to Epic-ish levels, then the stakes are accordingly high.
Why would you want your heroes doing anything LESS than saving the world? An RPG where you run a bakery would get rather boring.
Sinister Secret of Salmarsh said:Desolate and abandoned, the evil alchemist's mansion stands alone on the hill, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. What is it's sinister secret?
Dwellers of the Forbidden City said:Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - The Forbidden City!
I didn't realise those were the only two options!
What about a campaign where the PCs are all scheming vampires trying to clamber over the exsanguinated corpses of their enemies to take over the city?
If the first mega adventure involves saving the world, its kind of hard to lower the stakes for a follow up.
In Tyranny of Dragons your PCs battled a ruthless cult bent on summoning Tiamat to devour the world!
In our next adventure path installment, Eradication of Sweetness, a vicious cartel of humanoids and giants team up to steal and hoard all the candy in the world!!
Yeah, once you lead with save the world, nothing else really has a chance.
In order to shut down rival bakeries???
Why would you want your heroes doing anything LESS than saving the world? An RPG where you run a bakery would get rather boring.
It's more like "We can't go off on our own adventures because if we do then the Cultists will win" It's a form of railroading and not the good kind. I actually like the Tyranny of Dragons stories but if you think about it, novice adventures turn into epic level champions in a matter of maybe half a year of adventuring. I would much rather an adventure path be way more sandbox and have many side activities or gaps between the main plots where the GM can add in down time and other unrelated adventures.