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"Adventure Paths": Which should I do?
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<blockquote data-quote="S'mon" data-source="post: 5273078" data-attributes="member: 463"><p>Many of us sandboxers do use modules, y'know... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> the original point of a module was to plop it into the DM's ongoing (sandbox) campaign.</p><p></p><p>Re APs, I agree with prior comments that they don't really save time vs a sandbox, unless you're just doing 1-dungeon-after-another - in which case you'll get a better result just by choosing the level-appropriate modules you like and spending an hour on a linking premise. Eg for my last (3.5) linear campaign I had the PCs as agents of the aging King sent on various missions battling evil about his realm. I constructed links/plot out of bits in the modules, ie:</p><p></p><p>B7 Rahasia - evil Arabic Cleric, The Rahib, takes over Elf temple</p><p>B5 Horror on the Hill - the hobgoblin king has supplies for an army</p><p>DCC Palace of Shadows - evil wizard has imprisoned The King of the West</p><p>DCC The Slithering Overlord - a Spirit Naga has stolen the sacred Sun Disks</p><p></p><p>So I got a plot with infiltration/invasion by an Arabic nation of a Sun-worshipping realm. I topped it with</p><p></p><p>X5 Master of the Desert Nomads - PCs trek to assassinate The Master</p><p></p><p>I added a smidgen of The Song of Roland and I basically had my 20-session campaign, with Willow Vale, a goodly realm revering The Unconquered Sun, menaced by the plots of the Bafomet-revering Master of the Desert Nomads, escalating to full-scale invasion. It was linear, but felt a lot less railroady than many modern APs. And it took very little work beyond reading the adventures.</p><p></p><p>By contrast Council of Thieves or Kingmaker look like a lot of work (I bought #1 of each) - eg there is tons of Golarion background and it's not clear how much can be discarded or ignored. Kingmaker is particularly bad with detailing a home kingdom that apparently won't actually be used in the AP. The #1 adventures themselves cover 2 (Council) or 3 (Kingmaker) levels and seem fairly short and a bit insubstantial, but there is tons of backgrounf info to digest first.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5273078, member: 463"] Many of us sandboxers do use modules, y'know... :) the original point of a module was to plop it into the DM's ongoing (sandbox) campaign. Re APs, I agree with prior comments that they don't really save time vs a sandbox, unless you're just doing 1-dungeon-after-another - in which case you'll get a better result just by choosing the level-appropriate modules you like and spending an hour on a linking premise. Eg for my last (3.5) linear campaign I had the PCs as agents of the aging King sent on various missions battling evil about his realm. I constructed links/plot out of bits in the modules, ie: B7 Rahasia - evil Arabic Cleric, The Rahib, takes over Elf temple B5 Horror on the Hill - the hobgoblin king has supplies for an army DCC Palace of Shadows - evil wizard has imprisoned The King of the West DCC The Slithering Overlord - a Spirit Naga has stolen the sacred Sun Disks So I got a plot with infiltration/invasion by an Arabic nation of a Sun-worshipping realm. I topped it with X5 Master of the Desert Nomads - PCs trek to assassinate The Master I added a smidgen of The Song of Roland and I basically had my 20-session campaign, with Willow Vale, a goodly realm revering The Unconquered Sun, menaced by the plots of the Bafomet-revering Master of the Desert Nomads, escalating to full-scale invasion. It was linear, but felt a lot less railroady than many modern APs. And it took very little work beyond reading the adventures. By contrast Council of Thieves or Kingmaker look like a lot of work (I bought #1 of each) - eg there is tons of Golarion background and it's not clear how much can be discarded or ignored. Kingmaker is particularly bad with detailing a home kingdom that apparently won't actually be used in the AP. The #1 adventures themselves cover 2 (Council) or 3 (Kingmaker) levels and seem fairly short and a bit insubstantial, but there is tons of backgrounf info to digest first. [/QUOTE]
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