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General Tabletop Discussion
*TTRPGs General
"Adventure Paths": Which should I do?
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<blockquote data-quote="Windjammer" data-source="post: 5273042" data-attributes="member: 60075"><p>If you can spare the ink to print off <a href="http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths" target="_blank">extant conversion stat blocks</a> there's no work involved for you; hence no bonus to Council of Thieves and (slight) negative for Legacy of Fire.</p><p></p><p>I've run/tried to run instalments of several of the Pathfinder adventure paths, and let me tell you they are without expection labour- and time-intensive to bring to the table. High on premises on what your players are gonna do and decide, it's really hard to cut out prep time as soon as your players go off the expected rails. I'm certainly not speaking for everyone, but in my experience there's lots in Paizo's stuff that needs filling in by the personal DM before it delivers a complete play experience. That's actually a feature, not a bug. </p><p></p><p>In light of that I'm tempted to think you're entering the adventure path thing with the wrong hopes. </p><p></p><p>WotC' stuff is in my experience MUCH less labour intense, but also more one-sided in what it delivers. Top recommendations would go to:</p><p>- Shattered Gates of Slaughtergarde (a level 1-6 campaign)</p><p>- Cormyr, Tearing of the Weave (level 4-8; FR module, but easy-peasy to convert to any setting - I ran it in Greyhawk)</p><p></p><p>WotC also did longer modules but (usually) for above level 8 play - all the Expedition to... campaign books. But these are just as labour intensive as Paizo's stuff, so I wouldn't recommend them.</p><p></p><p>And, oh, I own both adventure paths by Goodman Games and, to be fair, these aren't adventure paths in the Paizo sense of module 1 connecting to module 2. Rather, the second DCC box is simply a module collection, and the first box comes with a 20-page guide on how to string the individual modules into a campaign. Neither remotely delivers a fully cohesive campaign, and so requires a lot of thought to make it into something more tightly interwoven. </p><p></p><p>I love both DCC 'adventure path' boxes, but again you ought to have a good understanding of what to expect.</p></blockquote><p></p>
[QUOTE="Windjammer, post: 5273042, member: 60075"] If you can spare the ink to print off [URL="http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths"]extant conversion stat blocks[/URL] there's no work involved for you; hence no bonus to Council of Thieves and (slight) negative for Legacy of Fire. I've run/tried to run instalments of several of the Pathfinder adventure paths, and let me tell you they are without expection labour- and time-intensive to bring to the table. High on premises on what your players are gonna do and decide, it's really hard to cut out prep time as soon as your players go off the expected rails. I'm certainly not speaking for everyone, but in my experience there's lots in Paizo's stuff that needs filling in by the personal DM before it delivers a complete play experience. That's actually a feature, not a bug. In light of that I'm tempted to think you're entering the adventure path thing with the wrong hopes. WotC' stuff is in my experience MUCH less labour intense, but also more one-sided in what it delivers. Top recommendations would go to: - Shattered Gates of Slaughtergarde (a level 1-6 campaign) - Cormyr, Tearing of the Weave (level 4-8; FR module, but easy-peasy to convert to any setting - I ran it in Greyhawk) WotC also did longer modules but (usually) for above level 8 play - all the Expedition to... campaign books. But these are just as labour intensive as Paizo's stuff, so I wouldn't recommend them. And, oh, I own both adventure paths by Goodman Games and, to be fair, these aren't adventure paths in the Paizo sense of module 1 connecting to module 2. Rather, the second DCC box is simply a module collection, and the first box comes with a 20-page guide on how to string the individual modules into a campaign. Neither remotely delivers a fully cohesive campaign, and so requires a lot of thought to make it into something more tightly interwoven. I love both DCC 'adventure path' boxes, but again you ought to have a good understanding of what to expect. [/QUOTE]
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