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General Tabletop Discussion
*Dungeons & Dragons
Adventure paths suck (for homebrewers). How to improve their utility?
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<blockquote data-quote="Lwaxy" data-source="post: 5879777" data-attributes="member: 53286"><p>Not really. Take Way of the Wicked. Can be inserted into any world. WotBS fits in about anywhere, too, unless you tend to flash out your world in every little detail - which I don't as it would take out surprises. Sure the shape of the land may vary, but I plan to use WotBS in my new homebrew and don't yet see any issues with it. </p><p></p><p>AoW, you can also insert anywhere where there are mountains or hills. Savage Tide just needs a coastal area, you can even import the city. </p><p></p><p>A cousin of mine runs Serpent's Skull in his homebrew world, only needed to change the names of some places and factions in the AP. Yeah he's run it on Golarion before but his other group refuses to play on a premade world (not with premade adventures though). Oh and he's running it as a GURPS game, too. </p><p></p><p>There is no such thing as "not adaptable" unless the genre is different. Sure it takes some work. But if I can create several homebrew settings (I think we have about 19 by now) I consider myself able to adapt an AP, too. </p><p></p><p>I may have some problems with some of the Golarion APs as they are rather specific, but I'm sure if I had a group wanting to play one of those on one of the homebrew worlds, I'd manage to adapt them. Luckily, my current players want to play the Golarion adventures on Golarion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Lwaxy, post: 5879777, member: 53286"] Not really. Take Way of the Wicked. Can be inserted into any world. WotBS fits in about anywhere, too, unless you tend to flash out your world in every little detail - which I don't as it would take out surprises. Sure the shape of the land may vary, but I plan to use WotBS in my new homebrew and don't yet see any issues with it. AoW, you can also insert anywhere where there are mountains or hills. Savage Tide just needs a coastal area, you can even import the city. A cousin of mine runs Serpent's Skull in his homebrew world, only needed to change the names of some places and factions in the AP. Yeah he's run it on Golarion before but his other group refuses to play on a premade world (not with premade adventures though). Oh and he's running it as a GURPS game, too. There is no such thing as "not adaptable" unless the genre is different. Sure it takes some work. But if I can create several homebrew settings (I think we have about 19 by now) I consider myself able to adapt an AP, too. I may have some problems with some of the Golarion APs as they are rather specific, but I'm sure if I had a group wanting to play one of those on one of the homebrew worlds, I'd manage to adapt them. Luckily, my current players want to play the Golarion adventures on Golarion :D [/QUOTE]
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Adventure paths suck (for homebrewers). How to improve their utility?
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