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What level of support do you want in your Adventure Path?
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<blockquote data-quote="justanobody" data-source="post: 4547889" data-attributes="member: 70778"><p>Considering "adventure path" is something I have only heard related to 4th.....</p><p></p><p>An adventure should be self-contained.</p><p></p><p>All monsters needed for it that are not in the core 3 books should be fully detailed. Even the core monsters should have basic stats.</p><p></p><p>Prefereably the monsters should be located where they are found in the adventure.</p><p></p><p>The adventure and its sequels should be able to be inserted anywhere in a home game without relying heavily on tthe previous adventure.</p><p></p><p>Didn't get Whelm but have Blackrazor, then the adventure is too specific to insert elsewhere.</p><p></p><p>Stand alone adventures are fine so long as they follow the stroy correctly.</p><p></p><p>There should be a story.</p><p></p><p>What are you doing, who are you to this adventure, and why are you the one doing it?</p><p></p><p>This means NPCs need to be able to re-introduce themselves in the event you are entering an adventure in the second part, but didn't play the first, and the backstory needs to be plentiful, but small enough to allow someone to pick it up quickly. Again, unless it is made as a whole adventure closer to a setting would be.</p><p></p><p>Still those adventures should be able to reduce what is needed from the previous to continue.</p><p></p><p>You need good NPCs. They need to be informative. Have a list of information the NPC knows and what may trigger them to respond to specific information, and allow for the red herrings to be thrown by the DM.</p><p></p><p>Places need life. Town A may have the name Frederickburg, but what is Frederickburg and why are you there? There has to be people and a culture enough to make it somewhere if there is a point to the adventure.</p><p></p><p>This Frederickburg can then be placed into any game seemlessly where the world map has holes in it for such undeveloped/undesigned areas.</p><p></p><p>If an adventure is to be a self contained thing, then it needs to have its own setting. If it is made for insertion anywhere, then it still needs some background and story. Otherwise you might as well grab up and shuffle your tiles and spread them out and see what turns up and throw random encoutner groups into locations, as without a story that is all there is.</p><p></p><p>So far for 4th, it seems there could be a bit more setting or story for the adventures. They are generic to be able to fit anywhere, but then don't stand out as special really to stand own their own.</p><p></p><p>I hope that makes sense with how split it sounds.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4547889, member: 70778"] Considering "adventure path" is something I have only heard related to 4th..... An adventure should be self-contained. All monsters needed for it that are not in the core 3 books should be fully detailed. Even the core monsters should have basic stats. Prefereably the monsters should be located where they are found in the adventure. The adventure and its sequels should be able to be inserted anywhere in a home game without relying heavily on tthe previous adventure. Didn't get Whelm but have Blackrazor, then the adventure is too specific to insert elsewhere. Stand alone adventures are fine so long as they follow the stroy correctly. There should be a story. What are you doing, who are you to this adventure, and why are you the one doing it? This means NPCs need to be able to re-introduce themselves in the event you are entering an adventure in the second part, but didn't play the first, and the backstory needs to be plentiful, but small enough to allow someone to pick it up quickly. Again, unless it is made as a whole adventure closer to a setting would be. Still those adventures should be able to reduce what is needed from the previous to continue. You need good NPCs. They need to be informative. Have a list of information the NPC knows and what may trigger them to respond to specific information, and allow for the red herrings to be thrown by the DM. Places need life. Town A may have the name Frederickburg, but what is Frederickburg and why are you there? There has to be people and a culture enough to make it somewhere if there is a point to the adventure. This Frederickburg can then be placed into any game seemlessly where the world map has holes in it for such undeveloped/undesigned areas. If an adventure is to be a self contained thing, then it needs to have its own setting. If it is made for insertion anywhere, then it still needs some background and story. Otherwise you might as well grab up and shuffle your tiles and spread them out and see what turns up and throw random encoutner groups into locations, as without a story that is all there is. So far for 4th, it seems there could be a bit more setting or story for the adventures. They are generic to be able to fit anywhere, but then don't stand out as special really to stand own their own. I hope that makes sense with how split it sounds. [/QUOTE]
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