Absolutely.I suspect the main reason late bosses don't even make cameo appearances repeatedly in a campaign is that the designer is afraid the PCs will charge the villain and either prematurely kill them or all die themselves.
Except for Jade Regent, that I didn't play, all these examples are how it worked out in actual play.
The biggest problem I faced was that Sasserine was so more interesting than the Isle of Dread (and certainly as the Isle was depicted in the early adventures in the series). The way the player guide was structured, you really wanted to build a character tied to Sasserine, and leaving it was taking away all the compelling stuff.I ran it at the time. There were multiple articles in both Dungeon and Dragon detailing the Isle of Dread, even before the campaign came out. IIRC, the campaign conversion guide came out with the first or second module, ish, and detailed that only the first two modules take place in Sasserine. There was an article in the issue of Dungeon before Savage Tides came out that previewed the campaign and told you up front that you would only spend a short time in Sasserine and the bulk of the AP was on the Isle of Dread.
I'm not entirely sure how anyone could look at the AP and think that this was going to be an urban campaign in Sasserine.![]()
KINGMAKER!Absolutely.
I do often think Paizo APs end villains come out of the middle of nowhere.
The computer game from Owlcat Games really improved this aspect of the story. The villain presents herself early on and keeps up just the kind of annoying monologue that makes you hate her. She does this in dreams, making her invulnerable and makes you the player unable to charge to your death against her.KINGMAKER!
Oh my... the sixth part of that is such a disappointment.
Very good article.I just want to bring your attention to an article on D&D Beyond. Especially points 1, 2 and 4.
https://www.dndbeyond.com/posts/1658-9-dungeon-master-lessons-from-baldurs-gate-3