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Adventure Path Three: You'd Do...
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<blockquote data-quote="Joshua Randall" data-source="post: 2758067" data-attributes="member: 7737"><p>I would pay cash money for a hardcover book (or heck, even softcover) that took the Githyanki Incursion and drastically expanded it. 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.</p><p></p><p>I would love to see a "crusade" adventure path. If done right, this wouldn't have to be a annoying, stick-up-the-butt paladin crusade; but it would be great to see the forces of good taking a proactive role for a change. (Note that several of the recent WotC books have featured good-aligned organizations that lend themselves to this: there's ond in DMG II and another in Complete Adventurer -- names escape me at the momemt).</p><p></p><p>An exploration adventure path would be great, also. Something like the old Isle of Dread module, in which the PCs are blazing a trail into an unknown region.</p><p></p><p>Planar adventures. Age of Worms has been very much bound to the material plane, and seems like it's going to stay that way. I'd enjoy an adventure path that made use of some of the info in Manual of the Planes / Planar Handbook. Or at least featured some adventure sites on different planes, even if the main action was on the material.</p><p></p><p>An adventure path that inverted the usual "bad guys try to take over the world but the good guys stop them" would be neat. So, the AP starts with the bad guys already haven taken over the world... and the PCs have to build up the resistance movement. You could have a lot of fun at the low levels with the PCs trying to stay out of jail while at the same time engaging in various acts of civil disobedience. By mid-level, maybe the PCs join up with or found their own rebellion. High level adventures would allow the PCs to engage in all sorts of fun recon, theft, or assassination missions against the evil empire, hoping to strike a blow severe enough to cause the evil empire to topple.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 2758067, member: 7737"] I would pay cash money for a hardcover book (or heck, even softcover) that took the Githyanki Incursion and drastically expanded it. 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. I would love to see a "crusade" adventure path. If done right, this wouldn't have to be a annoying, stick-up-the-butt paladin crusade; but it would be great to see the forces of good taking a proactive role for a change. (Note that several of the recent WotC books have featured good-aligned organizations that lend themselves to this: there's ond in DMG II and another in Complete Adventurer -- names escape me at the momemt). An exploration adventure path would be great, also. Something like the old Isle of Dread module, in which the PCs are blazing a trail into an unknown region. Planar adventures. Age of Worms has been very much bound to the material plane, and seems like it's going to stay that way. I'd enjoy an adventure path that made use of some of the info in Manual of the Planes / Planar Handbook. Or at least featured some adventure sites on different planes, even if the main action was on the material. An adventure path that inverted the usual "bad guys try to take over the world but the good guys stop them" would be neat. So, the AP starts with the bad guys already haven taken over the world... and the PCs have to build up the resistance movement. You could have a lot of fun at the low levels with the PCs trying to stay out of jail while at the same time engaging in various acts of civil disobedience. By mid-level, maybe the PCs join up with or found their own rebellion. High level adventures would allow the PCs to engage in all sorts of fun recon, theft, or assassination missions against the evil empire, hoping to strike a blow severe enough to cause the evil empire to topple. [/QUOTE]
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