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*Dungeons & Dragons
Adventure paths suck (for homebrewers). How to improve their utility?
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<blockquote data-quote="El Mahdi" data-source="post: 5878389" data-attributes="member: 59506"><p>I'm a homebrewer, and I do like Adventure Paths.</p><p> </p><p>What I do is distill the AP down to the core plots and sub-plots. Then I substitute the NPC's and the various involved groups (the players) for my own groups and NPC's (usually just a fluff or name change, unless it's also for another system).</p><p> </p><p>Then I consider the set piece encounters just possible decision points in the PC's actions (as they traverse the plot). I even come up with some extra side treks the PC's might take (both before play/during my own prep, and as the campaign progresses based on the PC's actions...PC generated sub-plots). That way I can even mix a bit of sandbox in with the preset adventure.</p><p> </p><p>This works for me because even as a homebrewer, I'm horrible at plot. Having a preset premise helps me immensely.</p><p> </p><p>One can even change genre quite easily (usually).</p><p> </p><p>Take the original Star Wars movie for instance (A New Hope, not the Episodes which shall not be named!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p> </p><p>Even though it's Sci-Fi (or more accurately Space Opera), it can easily be recast as a Medieval Fantasy Adventure.</p><p> </p><p>Vader becomes the Black Knight. The Death Star becomes the Black Knight's Castle. The Emperor becomes a Lich King. Etc., Etc., Etc.</p><p> </p><p>Granted, Star Wars is an easy one to convert, but I have yet to find any pre-printed adventure or AP, regardless of genre, that couldn't be changed to another genre fairly easily.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5878389, member: 59506"] I'm a homebrewer, and I do like Adventure Paths. What I do is distill the AP down to the core plots and sub-plots. Then I substitute the NPC's and the various involved groups (the players) for my own groups and NPC's (usually just a fluff or name change, unless it's also for another system). Then I consider the set piece encounters just possible decision points in the PC's actions (as they traverse the plot). I even come up with some extra side treks the PC's might take (both before play/during my own prep, and as the campaign progresses based on the PC's actions...PC generated sub-plots). That way I can even mix a bit of sandbox in with the preset adventure. This works for me because even as a homebrewer, I'm horrible at plot. Having a preset premise helps me immensely. One can even change genre quite easily (usually). Take the original Star Wars movie for instance (A New Hope, not the Episodes which shall not be named!:p). Even though it's Sci-Fi (or more accurately Space Opera), it can easily be recast as a Medieval Fantasy Adventure. Vader becomes the Black Knight. The Death Star becomes the Black Knight's Castle. The Emperor becomes a Lich King. Etc., Etc., Etc. Granted, Star Wars is an easy one to convert, but I have yet to find any pre-printed adventure or AP, regardless of genre, that couldn't be changed to another genre fairly easily. B-) [/QUOTE]
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Adventure paths suck (for homebrewers). How to improve their utility?
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