Which brings up another thing- part of the reason that I think we see more APs these days is the speed of character advancement. Back in the day, you could complete a module or two without seeing a level gain. Nowadays it is pretty standard to gain 2-3 levels in a single adventure. That's good in some ways- it gets frustrating never gaining a level- but bad in others- there isn't enough time to really develop a bunch of threats of the same few levels. The tier system in 4e helps alleviate this by winking at the idea of monsters and saying, "This guy isn't just 3rd level monster, he's a heroic level monster with five different variants at levels 1 through 10." But this fuzzes out the difference between 1st level monsters and 10th level monsters to a degree.
Continuing to muse.
Shouldn't a given hero have more than one bad guy in him? Superheroes have more than one archnemesis. Granted, Luke only fought the Empire, but Kirk dealt with Klingons, Romulans and Khan.
While that is one of the things I dislike about Adventure Paths. In the end, the players find that every antagonist they dealt with, from beginning to end, was tied into the BBEG in some fashion. All wrapped up in a long involved, convoluted package, true, but still one package.edit: the problem with T1-4 is the options. too many open ended ones. which don't play a part in the goal. meaning for the PCs to complete they need to have a strong focus from start to finish.
While that is one of the things I dislike about Adventure Paths. In the end, the players find that every antagonist they dealt with, from beginning to end, was tied into the BBEG in some fashion. All wrapped up in a long involved, convoluted package, true, but still one package.
I have said elsewhere I would like to see a company put out a series of adventures that are designed to take place concurrently. From level 1-30 (in 4E) the players deal with say 3 different series of adventures, broken up in the level progression (start with series 1, got to 2, back to 1, on to 3 and that wraps up heroic tier, for example). You could then mix and match the series without the players getting the idea that "everything is tied together" because it isn't.
Agreed. That said, it's always fun to realize late in a campaign that some ways have arisen to tie what were at the time legitimately disconnected things together; if done well, you can always say you had it planned that way all along.Rather than playing an entire 20 to 30 level path that is all about one overarching plot, I prefer a campaign structured with many different unconnected adventures, even as some connect to others.
One more thing to consider: how long overall is your campaign designed to last, both in terms of number of adventures and years of play?Which brings up another thing- part of the reason that I think we see more APs these days is the speed of character advancement. Back in the day, you could complete a module or two without seeing a level gain. Nowadays it is pretty standard to gain 2-3 levels in a single adventure. That's good in some ways- it gets frustrating never gaining a level- but bad in others- there isn't enough time to really develop a bunch of threats of the same few levels.