Adventure Path Participation?

For AP-type play, I've mostly run these, only been a player in a few

1e
A-series - lots of fun, I ran 3 of the 4 adventures and got to play in the 4th (I owned only the first 3 modules, the other DM owned the 4th). Finished the mini-campaign.
GDQ series - one of my first experiences DMing for a different group of players older than myself (I was a freshman in high school), the giant modules were particularly fun and I lacked the experience to really make the really flexible D series shine as interestingly as they could. Finished the mini-campaign.
Temple of Elemental Evil - ran this for a while in college with a fairly large group of players, we got through the moat house and part of the temple, but it did have a tendency to bog down. While the moat house (T1) is a good module, the rest of it needed a LOT of editing. The 5e adaptation of the ideas (Princes of the Apocalypse) is much better, in my opinion. Did not finish the campaign.

Call of Cthulhu
Masks of Nyarlathotep - experienced this as a player in college. We played weekly with a fairly large group and completed it in the spring term of 1989. Most of us went through 2 characters because it does tend to eat you up. I did manage to successfully retire one mid-point due to sanity fragility rather than complete loss of sanity or death. He just didn't have another confrontation in him. Ran this as a Keeper in 1998 - ended in a TPK due to a dynamite incident in the Mountain of the Black Winds (except for the lawyer who vowed to lodge a class-action lawsuit against the dynamite manufacturer). This ended up being OK because my daughter was born less than a week later and that ended up taking up a lot of my time.

3e
A-series - converted to 3e, ran all 4 and they worked really well with the 3e rule system except for the faster advancement. I really had to slow advancement down to keep the PCs in the level range of the module. Ability damage, particular spell-casting ability, was a great fit for modeling the limitations in the 4th installment. Finished the mini-campaign
G series - ran 2/3 of these converted to 3e - with PCs a bit higher level than the 1e recommendations and that was perfect. The only thing stopping us from running the rest was a shift to another game for a while and we never got back to it
Shackled City - ran with 3 players, initially, each with 2 PCs, then added a 4th player midway. Decided to omit the last chapter but the overall campaign was excellent.

d20 Call of Cthulhu
Masks of Nyarthotep - started this one with a d20 CoC conversion, but the group was going through a transition (2 players had recently moved away) and they were itching more to do the Shackled City campaign (noted above) so we didn't get too far.

PF1
Council of Thieves - had a reasonable amount of fun with this one, one of Paizo's shorter APs. Developed a local neighborhood for the PCs since they'd be adventuring in town for a lot of the game - each was involved in local businesses and so on. Really added to the atmosphere and fleshed out the environment. Finished the campaign.
Skull and Shackles - finally got to play in a Paizo AP so they let me be the captain of our piratical venture. That worked out pretty well since I was the only evil PC in the group and thus was called upon to make the more brutal decisions. Finished the campaign.
Wrath of the Righteous - ran this one and came to the conclusion I wasn't a fan of the mythic rules. Lots of spinning plates for that one that were hard to manage as a DM so I ruled out doing any more mythic as DM from that point. The players had a pretty good time though. Finished the campaign.
Curse of the Crimson Throne - DMing this one as one of my favorite of the Paizo APs, using the PF1 hardcover. Ended prematurely in Chapter 4 by the pandemic. Not entirely sure we'll get back to it when we're all immunized and can play in person again, might just start a new campaign with something else.

Star Wars Saga Edition
Dawn of Defiance - campaign ran over 4 (or is it 5?) summers so the next generation of players (our kids) could participate - they weren't allowed to play Jedi due to complexity and their ages, but I got to play one. The group was VERY large at 11 players at its furthest expanse, 9 regularly + the GM, and chaotic with at least 2 of the kids having ADHD. We tended to focus less on the role play and more on the fights. Finished the campaign.

5e
Age of Worms - currently running 5e conversion of this one via Google Meet and Roll20. Large group of players because it inherited the SWSE players. We're managing though. Just finished Chapter 4 so now they're on to the Champion's Belt competition. Might considering omitting or at least shortening a chapter or two as we move on. I think I'll be the last adult to get their first immunization so we may be able to meet face to face in about 7 more weeks, fully immunized against the pandemic.
Return to the Keep on the Borderlands/Princes of the Apocalypse - currently running this for a different group of relative newbs to 5e, using RttKotB as a lead in for the WotC AP. They're about 2/5 of their way through the Caves of Chaos. Using Discord and Roll20. This is actually the first game I've run in which I have a player that I don't know face-to-face - she's a friend/coworker of one of the other players so I agreed to let her in as a player. She's fitting in well because, I think, most of the players know her - it's just me and maybe one other player who don't.

You may have noticed that the A-series, the GDQ series, and Masks of Nyarlathotep come up multiple times. There's a good reason for this - they play very well and are relatively easy to work with as a GM. The GDQ series is less detailed in many ways as a mini-campaign, but is still threads a compelling story that draws players in. And Masks, well, that's just a fantastically written and designed campaign.

I've also run three different incarnations of the Ravenloft adventure - all of which went really well (1e, 2e, 3e) and it's another good example of an adventure to run in virtually any edition if well-adapted. It's just not an AP pre-5e, so I didn't include it in my main write up above.
 

log in or register to remove this ad

Oh I did play all the way through Rise of Tiamat. 5E isnt terribly exciting for me and the GM didnt really bring the adventure to life. Though it is the only AP I finished as a player.
 

I've played most of Age of Worms (3e) but the GM burned out. We were 16th level and just the effort of having to read and understand all those stat blocks was a chore and he couldn't do it any more.

I GM'ed Reign of Winter in Pathfinder. Took us 2&1/2 years of fortnightly sessions. We were all well and truly over the thing by the end but we were determined to finish it.

My issue with APs is the way the various sections never seem to actually connect to one another. Age of Worms was pretty bad in this regard. Reign of Winter... it felt even worse. After part 2 the PCs have access to a TARDIS, er, I mean Baba Yaga's Hut. It feels like the writers felt they could just go anywhere with the plot (as long as the location was cold!) It ruined any chance there had ever been of a consistent plot and feel of the thing.

I wouldn't do another AP. I might, after doing my research, use a chunk of an AP as a stand alone adventure.
 

I've been gaming since 1980 so this covers a bit.

As a DM:

1e:

T1-4 ended early as the group decided to leave the area after clearing the Moathouse.

A1-4 ended early as the group decided to leave after 2 modules and seek different adventures.

C4-C5 ended early after a bunch of the adventures as I wrapped it up for campaign plot reasons.

Fate of Istus. I ran a few of the early ones.

2e:

WGA1-3 completed.

Ravenloft Grand Conjunction series got through Feast of Goblyns, Night of the Walking Dead, Touch of Death, Ship of Horror, and I swapped in Web of Illusion for the last two to use Arijani instead of Inajira as a prophecy element.

3e:

Lord of the Iron Fortress as part of a multi-DM campaign using a bunch of the 3.0 initial module series as part of an APish plot line.

3.5:

Freeport Trilogy Anniversary Edition. Campaign ended in second module.

Pathfinder 1e:

Reign of Winter: Ended with TPK in 3rd module.

Carrion Crown: Ended with Covid in 2nd module.

Iron Gods: Ongoing.

As a player:

3e:

Banewarrens, completed.

Various WotC modules that formed the loose AP, Heart of Nightfang Spire, The Standing Stone. And I later independently played in The Sunless Citadel twice.

3.5:

Expedition to Castle Ravenloft. Partial.

Expedition to the Demonweb Pits. Partial.

Red Hand of Doom. Partial.

Shackled City: very little.

Savage Tide: A few adventures in.

Age of Wyrms Partial.

Rise of the Runelords. Partial.

Curse of the Crimson Throne
. Partial.

Second Darkness. Partial.

Pathfinder 1e:

Wrath of the Righteous. Concluded the Campaign at a breaking point three or four modules in.

4e:

Played one game as a guest in the middle of an HPE AP. Not sure which module it was, Probably the third H one.

I played another long weekend game as a guest in an ongoing Revenge of the Giants game.

E1-3 I know we didn't finish but I have no idea how far into the first or second module we got.

5e:

Curse of Strahd. I joined part way into the campaign and we dropped off before finishing due to DM burnout.
 

Remove ads

Top