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Adventure paths suck (for homebrewers). How to improve their utility?
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<blockquote data-quote="Cergorach" data-source="post: 5878840" data-attributes="member: 725"><p>I am a very visually oriented person, so the first thing I notice is art and layout, these things make me look further and keep me inspired. High quality art is great, but that necessarily gets me inspired, it's what's being depicted, don't get me wrong, high quality helps. </p><p></p><p>Some of my favorite gaming products are from a line of gaming systems I do not really like (ICE). That Shadow World logo is just cool, the maps are awesome. The same is true for Blade Storm and Eidolon - City in the Sky. Then we get right to it, "What's in a name". Seriously "Zeitgeist" is a crappy name (no offense), even when you know what it means, now "Zeitgeist - Gears of Revolution" is much better, it's a shame it was never marketed that way (I only just saw that whole title). When I think of Zeitgeist, I think of that magical steam ship, which is great.</p><p></p><p>I like things short, long, and itemized. I don't want to read through a couple of pages to get the plot. I want a short box explaining the plot, a subplot, or a situation. After that there can be as many pages as you want which detail the situation. I also don't want a novel, I want (short sections) with descriptive headers I can browse to. Think of the ingredient list of a recipe, you want a list and not have to read through a page to make your own list of needed ingredients.</p><p></p><p>It also depends about what kind of howebrewers your talking about, do they have their own world, sure. But do they want to play the adventure in their own cities and locales? If so, it's important that you seperate as much adventure from setting. The fun part of a homebrew is imho your option to add something from another setting if you think it cool. So advice on where to place a city or locale within your own setting would be helpful, or how to adapt your own city or locale to use with the adventure. Make lists of the cast, separate the major from the minor, add advice on how to integrate them in your setting. Put this advice in small boxes that indicate that it's for advice on running the adventure in your exciting campaign/setting.</p><p></p><p>Examples: One of the Major protagonists is the church of Blugh. Helpful would be Blughs alignment and portfolio, add what part of the portfolio is relevant to the adventure. It's interesting that Blugh is the god of Undead and Orcs, but if Undead is the only relevant part to the adventure say so, it makes finding a relevant god in your own setting much easier.</p><p></p><p>The royal Family of Omph is your patron, but what if your patron is currently a merchant company and your city has never had a royal family. Make a list what features of the family are important to the story line (especially down the road in the later parts that are not in that part of the adventure yet) and add advice on what is exactly needed from the patrons for the story and how to integrate them in your setting (could they be a rich and important merchant family or a royal family in exile).</p><p></p><p>Lists make things easier imho. A list of locations, a list of monsters, a list of NPCs, etc.</p><p></p><p>Adventure paths are imho aimed at making life easier for the DM/GM, if they need to be integrated into an existing setting, make it easy to port over. Also make it easy to do so on different levels, if it's a whole country that can be dropped in the setting, it's easier to do then having to trying to fit it in a already existing city that has been thoroughly explored by the players.</p><p></p><p>On the other hand don't fret to much, if it requires to much work, maybe this adventure path product isn't for this customer.</p><p></p><p>My favorite and most inspiring adventure is Burnt Offerings (first book from the Paizo Rise of the Runelords adventure path), it's just such an excellent starter for a classic adventure. The further down into the AP it goes, the less inspired I become...</p></blockquote><p></p>
[QUOTE="Cergorach, post: 5878840, member: 725"] I am a very visually oriented person, so the first thing I notice is art and layout, these things make me look further and keep me inspired. High quality art is great, but that necessarily gets me inspired, it's what's being depicted, don't get me wrong, high quality helps. Some of my favorite gaming products are from a line of gaming systems I do not really like (ICE). That Shadow World logo is just cool, the maps are awesome. The same is true for Blade Storm and Eidolon - City in the Sky. Then we get right to it, "What's in a name". Seriously "Zeitgeist" is a crappy name (no offense), even when you know what it means, now "Zeitgeist - Gears of Revolution" is much better, it's a shame it was never marketed that way (I only just saw that whole title). When I think of Zeitgeist, I think of that magical steam ship, which is great. I like things short, long, and itemized. I don't want to read through a couple of pages to get the plot. I want a short box explaining the plot, a subplot, or a situation. After that there can be as many pages as you want which detail the situation. I also don't want a novel, I want (short sections) with descriptive headers I can browse to. Think of the ingredient list of a recipe, you want a list and not have to read through a page to make your own list of needed ingredients. It also depends about what kind of howebrewers your talking about, do they have their own world, sure. But do they want to play the adventure in their own cities and locales? If so, it's important that you seperate as much adventure from setting. The fun part of a homebrew is imho your option to add something from another setting if you think it cool. So advice on where to place a city or locale within your own setting would be helpful, or how to adapt your own city or locale to use with the adventure. Make lists of the cast, separate the major from the minor, add advice on how to integrate them in your setting. Put this advice in small boxes that indicate that it's for advice on running the adventure in your exciting campaign/setting. Examples: One of the Major protagonists is the church of Blugh. Helpful would be Blughs alignment and portfolio, add what part of the portfolio is relevant to the adventure. It's interesting that Blugh is the god of Undead and Orcs, but if Undead is the only relevant part to the adventure say so, it makes finding a relevant god in your own setting much easier. The royal Family of Omph is your patron, but what if your patron is currently a merchant company and your city has never had a royal family. Make a list what features of the family are important to the story line (especially down the road in the later parts that are not in that part of the adventure yet) and add advice on what is exactly needed from the patrons for the story and how to integrate them in your setting (could they be a rich and important merchant family or a royal family in exile). Lists make things easier imho. A list of locations, a list of monsters, a list of NPCs, etc. Adventure paths are imho aimed at making life easier for the DM/GM, if they need to be integrated into an existing setting, make it easy to port over. Also make it easy to do so on different levels, if it's a whole country that can be dropped in the setting, it's easier to do then having to trying to fit it in a already existing city that has been thoroughly explored by the players. On the other hand don't fret to much, if it requires to much work, maybe this adventure path product isn't for this customer. My favorite and most inspiring adventure is Burnt Offerings (first book from the Paizo Rise of the Runelords adventure path), it's just such an excellent starter for a classic adventure. The further down into the AP it goes, the less inspired I become... [/QUOTE]
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Adventure paths suck (for homebrewers). How to improve their utility?
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