RangerWickett
Legend
How about a picaresque, travel-across-the-world adventure, something akin to Season One of The Jackie Chan Adventures. Make the villains be trying to do something involving travel. Get a big travel theme going.
So thinking about the Adventure Paths, the Age of Worms still has a few miles to go but should be winding down before '06 is out. Very curious to see if they do a compendium of that. It'd be bigger than Shackled City due to all the add ons and Wormfood supplements but at the same time, it'd be better. And as a GM of the Shackled City right now, I say that's awesome.
But what path do you think they'll take for the third adventure path? I suspect we'll get another default Greyhawk/generic setting. While I love Forgotten Realms and think Eberron a little too esoteric to make specific adventure path qualities for, I think that a whole adventure path in that vein would not be a good thing but rather, a bad one as it would force a person not using one of those settings to do some possibly heavy conversions.
I wouldn't mind seeing them try to tie the D&D minis into the paths a bit more. Not anything where they were required to play, but some blown up maps of taverns (which would've been awesome for the Lucky Monkey in SC), or something along those lines and perhaps even working with WoTC or a 3rd party to do some bundles of miniatures. For example, with SC, I'm surprised they didn't package, since they sell individuals anyway, some of the various miniatures that would've been handy for the book.
I also wouldn't mind seeing the adventure path go past 20th level into the epic level reaches. That would be fantastic as it would allow some more epic level play. While the big bad fights in Shackled City are great, then expanded notes on what to do afterwards are a little on the 'm'eh' side of things. A big bang ending at 25th level or something along those lines after the core rules would be great!
Dr. Awkward said:
- Dragons are manipulating the world from behind the scenes, and now things are building up to a major conflict between the chromatics and the metallics in which the lesser races are merely pawns. The PCs are drawn in and must decide which side they support, or if they want to support either side at all. In the latter case, they might act to upset the power base of both sides to try to avoid war altogether.
Dr. Awkward said:[*]The Far Realms! Reality is starting to fray around the edges. The material plane bears the brunt of the damage as the expiry date on the multiverse looms and madness threatens to overwhelm everything with its corrupting influence. The PCs must figure out what's happening and why, and then figure out how to stop it. Lots of alienists, gibbering mouthers, and other agents of madness like the way things are going just fine, and oppose the PCs' efforts. This would probably work really well in Ebberon, what with the Daelkyr (or however it's spelled) already major villains. Lots of Lords Of Madness material available to cram in here.
[*]Githyanki Incursion. 'Nuff said.
Dr. Awkward said:[*]Or, for something a little more mundane, The Horde! Orcs, goblins, hobgoblins, ogres, and other humanoids and giants are massing for attack against the civilized races. Start off by knocking off goblin warbands, work your way up to seriously inconveniencing hill giants, and finish by facing down the elite armies of evil in a world-shaking conclusion that leaves a mountain of corpses and a river of blood.
diaglo said:no... not the PCs as the Paladins.... the NPC villians would be the Paladins.
edit: besides, in Greyhawk i can think of the perfect place to put this...
Steel_Wind said:P.S. While I might buy a Paladin themed AP; I'd never buy a the PCs are evil campaign. Given the comments on this topic when it comes up on ENWorld every few months - way more agree with the "no evil PCs" rule here than do not.
Joshua Randall said:Whether it's suitable for an Adventure Path is a little debateable, given that not all GMs want to subject their game world to the githyanki's untender mercies.
James Jacobs said:This is a great thread!
We've got a fairly rudimentary outlie of what we're planning on doing with Adventure Path 3, and while it's in no shape to have anything said about what's in it, I can definately say that we'll be doing something different than we did with Shackled City and Age of Worms. That is to say:
1: No strong demon/devil/demondand themes.
2: No strong undead themes.
3: No evil cults.
Apart from that... anything's fair game!