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Pemertonian Scene Framing and 4e DMing Restarted
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6091486" data-attributes="member: 82106"><p>I think Paizo is pretty well aware of the various ways an AP could be written or used. I mean Stolen Lands (at least the first part, I haven't seen the later parts, so Kingmaker) is just a pure old-school hexcrawl with a bit of plot. The PCs are given an overall mission and set loose. There are some things they're going to do, one way or another, like conflict with the Stag Lord's bandits. I don't know how tough the encounters were, but reading through it they didn't seem horribly nasty, doable but maybe hard. Still, I'd assume straight up difficulty wasn't the main point. Mostly the party will probably find ways around problems or just avoid some of the less useful encounters. </p><p></p><p>I'd think the DM could also pretty easily run the whole thing as a basic railroad if he wanted (IE just be a bit vague about the geography and have the PCs stumble into each major encounter area serially). It COULD also be more pro-active with the bad guys being more active, as-written they just show up at the start to get a conflict going pretty much. Finally you could both make the geography vague AND push the dynamic aspect of the bad guys, create some additional plot tension (say having the people at the trading post be kidnapped), maybe make the Stag Lord a relative of one of the PCs, etc. </p><p></p><p>There was a lot of background on the NPCs, so they had reasonably clear personalities and motives. How or if you would use that dimension was kind of left open, but certainly it allows for a few different ways to run the thing. Clearly AS WRITTEN its a hex crawl, but not a really naive one.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6091486, member: 82106"] I think Paizo is pretty well aware of the various ways an AP could be written or used. I mean Stolen Lands (at least the first part, I haven't seen the later parts, so Kingmaker) is just a pure old-school hexcrawl with a bit of plot. The PCs are given an overall mission and set loose. There are some things they're going to do, one way or another, like conflict with the Stag Lord's bandits. I don't know how tough the encounters were, but reading through it they didn't seem horribly nasty, doable but maybe hard. Still, I'd assume straight up difficulty wasn't the main point. Mostly the party will probably find ways around problems or just avoid some of the less useful encounters. I'd think the DM could also pretty easily run the whole thing as a basic railroad if he wanted (IE just be a bit vague about the geography and have the PCs stumble into each major encounter area serially). It COULD also be more pro-active with the bad guys being more active, as-written they just show up at the start to get a conflict going pretty much. Finally you could both make the geography vague AND push the dynamic aspect of the bad guys, create some additional plot tension (say having the people at the trading post be kidnapped), maybe make the Stag Lord a relative of one of the PCs, etc. There was a lot of background on the NPCs, so they had reasonably clear personalities and motives. How or if you would use that dimension was kind of left open, but certainly it allows for a few different ways to run the thing. Clearly AS WRITTEN its a hex crawl, but not a really naive one. [/QUOTE]
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