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Observations on Adventure Paths

MerricB

Eternal Optimist
Supporter
My copy of Children of the Void (Pathfinder #14) arrived a couple of days ago, so I've spent a few hours happily reading through it and seeing what bits might be worth stealing for my other campaigns. I was rather surprised with how short the adventure is, but I was even more surprised to see an section at the start of the adventure which basically translated as "Oops! We didn't think through PF#13 that well".

I'm trying to avoid spoilers, but basically the PCs gain an interest in a business that they've been spending all of PF#13 running. There is a basic problem with giving the PCs a piece of real estate: it nails them down. And when the rest of the AP requires the group to be somewhat mobile... oops!

If I ever run this AP, I'm going to have a tidal wave wipe out that business. It actually works better for the AP in general, I feel, as it would motivate the PCs as well as destroying an anchor on them.

Keeping the PCs motivated in an AP is really, really hard. Heck, it can be hard enough in your personal campaign, and you know who are playing those games. Individual adventures with some links? (Which describes the Wizards 4e H modules) Easy compared to an actual AP. Maintaining a threat over 12+ levels requires very careful planning.

I think I managed to do this with my Fhoi Myore campaign, which began with a threat and ended with the defeat of that threat, with 15 levels of game between that. Normally my games get distracted before then.

In the Age of Worms AP, my favourite segment (by a long way) was the Prince of Redhand, which had some really great roleplaying, but also introduced the group very effectively to the city that they would end then entire AP ruling. One of the reasons that this worked so well was that the introduction to Alhaster came as the AP was coming towards its climax. It was the introduction to the place where everything would end, so all the detail wasn't wasted. The PCs were going to be there, rather than leaving there.

Longevity & relevance of NPCs is also something that can really add to the attraction of an AP. This is really, really hard to achieve in D&D, because you can run into the Dragonlance problem of script immunity. NPCs that stay home are easier to handle (see Lavinia from Savage Tide), but they're not quite as vital as NPCs that accompany the party. The best NPCs I've run in an AP were a couple of NPCs shipwrecked with the party in Savage Tide - the captain of the ship being one, and Avner, a spoilt, annoying noble, being the other. Avner in particular was really great, as I'd built him up throughout the last adventure, and then had him in the forefront for the next adventure as well.

Unfortunately, after that he faded into the background. The next adventure in the series didn't really have room for him. Oh, and it also separated the captain from the group as she sailed back to civilisation (there's a problem here in the adventure, actually, as it needs her to be in two places at once...) So, the two NPCs apart from Lavinia that the players really liked were shuffled offscreen. We never quite recovered from that; from here the rationale for the adventure failed and shortly thereafter we terminated the AP by mutual agreement.

Recurring NPCs - either friendly or villains - are great, but in a published adventure they give so many problems, especially for villains. Either it's a railroad to keep them alive, or you only use them once...

Cheers!
 

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AP's are very hard to deal with. The best way I found was meta game it. The players know it is an adventure path, they know their choices are limited and they have to follow the predetermined path that is written so they do. Yes, it sometimes seems forced by as long as the players are all buying into and mine did then it works pretty well.

I've never gotten through an AP though. Well, if one would conside WLD an AP we did go all the way through that. But Shackled City, Savage Tides, and Rise of the Runelords I've only been able to get part of the way through. Eberron had a shorted AP and we got through those, and I do think short er is better.

We are going to start Age of Worms come new year. Again, we are going into it know it will be an adventure path so characters will be made differently by some of the players. They know backgrounds rarely matter and there is no need to give the character a personal goal. It makes for worse characters in my opinion but it is the nature of the AP.
 

I've never gotten through an AP though. Well, if one would conside WLD an AP we did go all the way through that.

You completed WLD? Wow! :)

But Shackled City, Savage Tides, and Rise of the Runelords I've only been able to get part of the way through. Eberron had a shorted AP and we got through those, and I do think short er is better.

We are going to start Age of Worms come new year. Again, we are going into it know it will be an adventure path so characters will be made differently by some of the players. They know backgrounds rarely matter and there is no need to give the character a personal goal. It makes for worse characters in my opinion but it is the nature of the AP.

Age of Worms is the only one I've managed to complete. We're playing through the Dawn of Defiance Star Wars AP currently, and that's running into lots of problems.

Cheers!
 

You completed WLD? Wow! :)


The group was higher then level one when they started it. And I was very kind with the maps because I didn't want them wondering around the damn place for years. On the flip side though I made sure they went though each section and accomplished what needed to be there. It worked becasue we defined how the game was going to work ahead of time and everyone bought into that. The players then made friends with many of the monsters and made them become peaceful with each other and help out with things. It turned out to be something very different then it was intended.
 


We're almost done with Champion's Belt, converted to 4e. What should I look out for in the coming chapters? Any thoughts about some troubling areas in Gathering Winds or Spire of Long Shadows?

Gathering Winds is fairly standard. I had a lot of fun with a failed teleport and giving personalities to the weird-ghoul-like creature.

Spire of Long Shadows is a train-wreck waiting to happen. It has one of the worst adventure structures in the series, and shouts 5 minute day! 5 minute day! over and over again. As you're in 4e, you should be fine if you don't overpower the monsters. 3e? One of my chief reasons I'm dissatisfied with the system. (see here)

Cheers!
 

You could always do what I'm doing with Savage Tide, which is just take the outline printed before the actual adventures and build something around that (with just 2 or 3 of actual STAP adventures + other modules that fit) that can change with the PCs' choices.

Of course, it is a lot more work. . . :)
 

You could always do what I'm doing with Savage Tide, which is just take the outline printed before the actual adventures and build something around that (with just 2 or 3 of actual STAP adventures + other modules that fit) that can change with the PCs' choices.

Of course, it is a lot more work. . . :)

That's more or less what I am doing. Also, I really dislike the planar adventures. They just don't "ring true" for me. But I definitely keeping the Sargasso Sea adventure. That and the lost aboleth city are two of my favourite adventures of all time.
 

Gathering Winds is fairly standard. I had a lot of fun with a failed teleport and giving personalities to the weird-ghoul-like creature.

Spire of Long Shadows is a train-wreck waiting to happen. It has one of the worst adventure structures in the series, and shouts 5 minute day! 5 minute day! over and over again. As you're in 4e, you should be fine if you don't overpower the monsters. 3e? One of my chief reasons I'm dissatisfied with the system. (see here)

Yup, SoLS was a horrible adventure that I sliced up and frankensteined into something plausible. But it was the higher level adventures that turned me off of the AP system and 3e. Prince of Redhand is a great adventure, and an even better place to end the AP, with a few changes. Converting it to 4e might make the higher level adventures more palatable though...it wasn't so much the end of AoW that sucked, it just pointed out how flawed high-level 3e is.
 


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