Adventure Path Three: You'd Do...

I'd like to see something built with more DM feedback. Maybe even a "craft the campaign" series on your site for subscribers. You could have polls split into 4 brackets of play (lvl 1-5, lvl 6-10, lvl 11-15, lvl 16-20) that ask what DMs want to see in:

Monsters
Bosses
Treasure
NPCs
Terrain
Cities

Or even just let us in on the ground floor with what you're working on. We're the DMs, and we want spoilers!

Of course you guys have done a great job with AoW so far (except for CONVERSION NOTES); this suggestion is for taking it to the next level.

I also like the idea of giving unusual rewards to the players. Weapons of Legacy, Locations as Treasure, new Prestige Classes, etc. It's a campaign in a box, so you have a better idea of what will fit in well.

As for miniatures, I just hope Paizo doesn't go the route of offering custom metal figures like their current line. Not to knock their line, but I don't paint and I have no desire to. I have plenty of DDM figures, and what I don't have I can find a proxy for.
 

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takasi said:
Overload only contains conversion notes for the first two adventures.

We have notes up to 128. 131 is coming out soon. I have had to stall my campaign a few times waiting for these.

We got behind on the conversion notes for several reasons; the two main ones being:

1: Holiday vacations rob time from the magazine schedule, so we had less time than normal the last few months to get the magazine out. So we robbed time from elsewhere (namely, the adventure proposals/submissions pending reveiw and the online supplements).

2: We lost our graphic designer, who was the guy who put together the online supplements. With him gone, our remaining two designers had to take care of both magazines, which left precious little time to do anything else.

The good news is that we've hired a new graphic designer, and the Holiday season is prety much over. We hope to get caught up on the online supplements in January.
 

I read that on the Paizo boards and I'm glad to hear that more notes will be out sometime next month.

However, for your next adventure path can you PLEASE print these notes in the magazine?

I would actually like to see conversion suggestions in every Dungeon adventure. If it's an Eberron adventure you guys make sure to go out of the way to say "If you're not using Eberron..." For those of us that are using Eberron (or Forgotten Realms) and find a generic (or Greyhawk for the most part) adventure we should get some suggestions too. It's just as difficult to incorporate unique setting elements into an adventure as it is to remove them.

With half a page per setting and two settings per adventure you have three pages to find. For anyone else who pays good money for WotC setting books that space would be well worth Paizo's effort to find it.
 

One other item I'd like to see in Dungeon campaign arcs or APs are downloadable PDF battle sheets: list each room, with each creature/trap/treasure in the room. I end up doing this myself (usually by hand), and it helps out quite a bit.
 

James Jacobs said:
1: No strong demon/devil/demondand themes.

yugoloths, slaad? ;) ooh, modrons maybe? :D elementals, formains, genies?

Shade said:
I'd like to see more of the same...tons of nostalgia, tie-ins and updates of things from past editions, while infusing interesting new critters, items, and organizations into the mix.

yay! :)

James Jacobs said:
We also won't be updating any of the older adventrues, although there's a good chance we'll be putting in some Easter Eggs into AP3, just as we have for Age of Worms.

yay! :)

how about some love for the neogi and grell, Mr. Lords of Madness author? ;) neither of those have been particularly overused in recent years.

rakshasa maybe? bullywugs? :D the faerie Queen of Air and Darkness and her crew? lycanthropes? yuan-ti?

there are still plenty of ideas that haven't been done to death yet - i've just scratched the surface!
 

I want to see a series take place entirely beyond the boundaries of civilization, one that focuses upon rural and wilderness locations exclusively, one that focuses on one climate type across a variety of terrains. Let this be the path where travel is an adventure in itself, at least until the wizard reaches 9th level and gains access to teleport. Let this be a path where neither the villains nor their minions and henchmen are undead or outsiders. Let this be a path where the elves, dwarves, halflings, etc. that commonly step back and let the new arrivals take a turn in the limelight; let the illumians, raptorians, goliaths, warforged, elans and other recent creations have a go as featured elements. Let the grand treasure be something too great to carry away, either on one's back or in one's head. Let the dungeons be both literal and metaphorical. Let the treasures be more than physical items. Let this be a series that would make SHARK and his crew leap at the chance to play it as-written.

I have faith in you folks at Paizo. I know that you've got the skill and the talent to make it happen, so I challenge you to do it- show us why we started playing D&D, and you cannot possibly fail.
 

I'm with Orangefruitbat, I'd like to see some intrigue.

The PCs stumble on a plot to overthrow the king/queen and step by step piece it together; battle enemy agents; rescue kidnapped nobles; infiltrate the estate of an influential implicated lord; uncover the real bad guys; stop an imminent war... that sort of thing.

Every so often I see suggestions on how good intrigue rich campaigns can be but little material to help flesh out what that means. An intrigue rich adventure path series could really set the standard.

Greyhawk, Forgotten Realms and Eberron all have several realms that could easily be swapped around as the setting.
 


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