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Community
General Tabletop Discussion
*Dungeons & Dragons
Adventure paths suck (for homebrewers). How to improve their utility?
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<blockquote data-quote="Gilladian" data-source="post: 5878861" data-attributes="member: 2093"><p>As a homebrew DM, I cannot run AP's. I tried, twice, and I got incredibly bored both times and ended the campaign before the PCs passed the halfway point.</p><p></p><p>So although I own about 4 different whole paths, and pieces of others, I look at them as merely fodder for my own campaigns. For example, in my current campaign, the bandits from Kingmaker reside somewhere to the southeast of my campaign focal town, and the PCs have met up with them and their allies a couple of times. Dotted all over the map of the region are other set pieces from Kingmaker, ready whenever the PCs decide to explore thataway.</p><p></p><p>I'm also running the Dungeon-a-day megadungeon, but it leaves a lot of extra room for me to add and subtract material. I'm running an E6 campaign, anyway, so all the levels from 10 up are going to have to be massively rewritten, as well. That's keeping me busy, figuring out how to do it. </p><p></p><p>AP's should be easy to chop into smaller segments. I like richly plotted but short campaign arcs. 1-3 levels would be perfect for me. Portions should be removeable to use as set-piece encounters. There's one Paizo AP that had a segment set on a boat in a harbor. I used that in a ptolus campaign to very good effect. The story was completely different, but the locale was perfect.</p><p></p><p>Another time I used the first adventure in Age of Worms in a short-lived egyptian-style campaign. Perfect!</p><p></p><p>Give us great NPCs, locales that are universal enough to transport to other settings, and chunks of adventure that are useable separately, and I'll buy the AP. Or some of it, anyway.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5878861, member: 2093"] As a homebrew DM, I cannot run AP's. I tried, twice, and I got incredibly bored both times and ended the campaign before the PCs passed the halfway point. So although I own about 4 different whole paths, and pieces of others, I look at them as merely fodder for my own campaigns. For example, in my current campaign, the bandits from Kingmaker reside somewhere to the southeast of my campaign focal town, and the PCs have met up with them and their allies a couple of times. Dotted all over the map of the region are other set pieces from Kingmaker, ready whenever the PCs decide to explore thataway. I'm also running the Dungeon-a-day megadungeon, but it leaves a lot of extra room for me to add and subtract material. I'm running an E6 campaign, anyway, so all the levels from 10 up are going to have to be massively rewritten, as well. That's keeping me busy, figuring out how to do it. AP's should be easy to chop into smaller segments. I like richly plotted but short campaign arcs. 1-3 levels would be perfect for me. Portions should be removeable to use as set-piece encounters. There's one Paizo AP that had a segment set on a boat in a harbor. I used that in a ptolus campaign to very good effect. The story was completely different, but the locale was perfect. Another time I used the first adventure in Age of Worms in a short-lived egyptian-style campaign. Perfect! Give us great NPCs, locales that are universal enough to transport to other settings, and chunks of adventure that are useable separately, and I'll buy the AP. Or some of it, anyway. [/QUOTE]
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Adventure paths suck (for homebrewers). How to improve their utility?
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