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A Thing I Don't Like About Adventure Paths
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<blockquote data-quote="Lanefan" data-source="post: 5010678" data-attributes="member: 29398"><p>Part of the problem might lie in the whole idea of the "adventure path" itself, where one adventure by necessity leads to the next and the party knows there's always going to be more work to do in order to finish; and thus when they finally get there the players *expect* a climactic battle. Which is fine, but where do you go from there assuming you and the players want to keep going?</p><p></p><p>It's more work for you as DM, but my suggestion would be to run more modular adventures, each with their own BBEG or climactic moment; but behind the scenes have them somehow tie together into a series. At some point, hopefully right around the start of the last adventure you intend to run, the players will realize there's actually been connections between all of what they've been doing and now it all has led to this.</p><p></p><p>Even better, if you're running a long campaign, would be to have two or three "paths" going at once, interweaving somehow. That way, you can run a few adventures on one "path", switch to a different path and run one on that, and so on; your players will (or should) see only a series of modular adventures or two-adventure sets - until the payoff. You could plan, for example, to have path A intermittently rear its head for the first while (say, 5 adventures out of 9), while path B starts as the 4th adventure and shows up now and then say 8 times over the next 15, and path C starts fresh sometime after A is done. So, on a schematic it'd look something like:</p><p></p><p>1 A - start of path A</p><p>2 A</p><p>3 X - an adventure not intended as part of any path, for variety</p><p>4 B - start of path B</p><p>5 X</p><p>6 A</p><p>7 B</p><p>8 A</p><p>9 A* - end of path A - major event here</p><p>10 B</p><p>11 B</p><p>12 X - side effect here might be to tie results of path A into path B?</p><p>13 B</p><p>14 C - start of path C</p><p>15 B</p><p>16 C</p><p>17 X</p><p>18 B</p><p>19 B* - end of path B - major event here</p><p>20 C</p><p>21 etc., you can keep C going as long as you like, or revisit something from path A or B, or whatever.</p><p></p><p>The only problem arises when adventures in a path *do* logically lead one to the next like falling dominoes; I'm finding this in my current campaign, where I've been running a modified version of the old A-series (slavers) - I'd like to break it up with other adventures, but the back-story set-up doesn't really allow it - and I suspect my players have had their fill of slavers by now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5010678, member: 29398"] Part of the problem might lie in the whole idea of the "adventure path" itself, where one adventure by necessity leads to the next and the party knows there's always going to be more work to do in order to finish; and thus when they finally get there the players *expect* a climactic battle. Which is fine, but where do you go from there assuming you and the players want to keep going? It's more work for you as DM, but my suggestion would be to run more modular adventures, each with their own BBEG or climactic moment; but behind the scenes have them somehow tie together into a series. At some point, hopefully right around the start of the last adventure you intend to run, the players will realize there's actually been connections between all of what they've been doing and now it all has led to this. Even better, if you're running a long campaign, would be to have two or three "paths" going at once, interweaving somehow. That way, you can run a few adventures on one "path", switch to a different path and run one on that, and so on; your players will (or should) see only a series of modular adventures or two-adventure sets - until the payoff. You could plan, for example, to have path A intermittently rear its head for the first while (say, 5 adventures out of 9), while path B starts as the 4th adventure and shows up now and then say 8 times over the next 15, and path C starts fresh sometime after A is done. So, on a schematic it'd look something like: 1 A - start of path A 2 A 3 X - an adventure not intended as part of any path, for variety 4 B - start of path B 5 X 6 A 7 B 8 A 9 A* - end of path A - major event here 10 B 11 B 12 X - side effect here might be to tie results of path A into path B? 13 B 14 C - start of path C 15 B 16 C 17 X 18 B 19 B* - end of path B - major event here 20 C 21 etc., you can keep C going as long as you like, or revisit something from path A or B, or whatever. The only problem arises when adventures in a path *do* logically lead one to the next like falling dominoes; I'm finding this in my current campaign, where I've been running a modified version of the old A-series (slavers) - I'd like to break it up with other adventures, but the back-story set-up doesn't really allow it - and I suspect my players have had their fill of slavers by now. :) Lanefan [/QUOTE]
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