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Who Actually Has Time for Bloated Adventures?
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<blockquote data-quote="Lanefan" data-source="post: 8986801" data-attributes="member: 29398"><p>Yeah, that sounds about right. Add in some side treks and you could get 5 years out of the AP, easily. Throw in a second parallel story and some stand-alones and you might even get it to ten.</p><p></p><p>Good value for money spent, I'd say. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>My answer is don't cut anything, but instead look to add to it. Settle in and either play through it or, if the players so choose, let them branch off from it into other things in the same setting and-or with the same characters.</p><p></p><p>First off, I'd read the AP through and try to see what the core story is, with an eye towards where I could add to it and-or change it to make it either a) more interesting or b) have more variety or c) not be a lead-'em-by-the-nose affair or d) how I could either continue it after the book runs out or e) merge it into an even bigger campaign.</p><p></p><p>Second off (and this has pretty much always been an issue with PF adventures), I'd strip out most if not all of the backstory and replace it with something that makes sense in the setting I'm using. This step can be tedious; but if you're running it completely stock in its own pre-fab setting, you can skip it.</p><p></p><p>Third off, I'd go into it (and any long campaign) assuming a completely open-ended time frame with no such thing as a defined "completion" or "end point" other than a) the point where nobody is interested in playing any further or b) the end of the GM's life.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8986801, member: 29398"] Yeah, that sounds about right. Add in some side treks and you could get 5 years out of the AP, easily. Throw in a second parallel story and some stand-alones and you might even get it to ten. Good value for money spent, I'd say. :) My answer is don't cut anything, but instead look to add to it. Settle in and either play through it or, if the players so choose, let them branch off from it into other things in the same setting and-or with the same characters. First off, I'd read the AP through and try to see what the core story is, with an eye towards where I could add to it and-or change it to make it either a) more interesting or b) have more variety or c) not be a lead-'em-by-the-nose affair or d) how I could either continue it after the book runs out or e) merge it into an even bigger campaign. Second off (and this has pretty much always been an issue with PF adventures), I'd strip out most if not all of the backstory and replace it with something that makes sense in the setting I'm using. This step can be tedious; but if you're running it completely stock in its own pre-fab setting, you can skip it. Third off, I'd go into it (and any long campaign) assuming a completely open-ended time frame with no such thing as a defined "completion" or "end point" other than a) the point where nobody is interested in playing any further or b) the end of the GM's life. [/QUOTE]
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