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General Tabletop Discussion
*TTRPGs General
"Adventure Paths": Which should I do?
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<blockquote data-quote="fletch137" data-source="post: 5273256" data-attributes="member: 19337"><p>If you're willing to consider Age of Worms, I'm going to try to direct your attention to Savage Tide. In my eyes it's far superior to Age of Worms, not suffering from the same overflowing of undead enemies across the entire campaign and benefitting from a very diverse set of adventures from urban adventures to underdark exploration to city-building to wilderness exploration. It's really truly great. And if you can get your hands on the accompanying Dragon magazines, there are a bunch of articles that expand on the ideas in the adventure to get your players more involved in the campaign too.</p><p></p><p>Unfortunately, I haven't found the perfect AP for me yet since then. Curse of the Crimson Throne probably comes closest, but I already have pages of notes on how I'd change it up a bit to be closer to what I like.</p><p></p><p>Of the ones you mentioned, though, I can only comment on Kingmaker and Age of Worms and even then I can't say I've played either of them (two tpks in the early days of Age of Worms killed that campaign. It's murderously hard). Aside from some really shiny moments, though, both of them read kind of tediously. Like I mentioned, AoW gets into an undead rut and features a steady stream of NPCs ready to tell you where to go next. Meanwhile, Kingmaker tries to make an entire campaign out of "let's go see what's in *this* hex". It's possible they play better than they read, but those are my first impressions.</p><p></p><p>Hope any of that helps.</p></blockquote><p></p>
[QUOTE="fletch137, post: 5273256, member: 19337"] If you're willing to consider Age of Worms, I'm going to try to direct your attention to Savage Tide. In my eyes it's far superior to Age of Worms, not suffering from the same overflowing of undead enemies across the entire campaign and benefitting from a very diverse set of adventures from urban adventures to underdark exploration to city-building to wilderness exploration. It's really truly great. And if you can get your hands on the accompanying Dragon magazines, there are a bunch of articles that expand on the ideas in the adventure to get your players more involved in the campaign too. Unfortunately, I haven't found the perfect AP for me yet since then. Curse of the Crimson Throne probably comes closest, but I already have pages of notes on how I'd change it up a bit to be closer to what I like. Of the ones you mentioned, though, I can only comment on Kingmaker and Age of Worms and even then I can't say I've played either of them (two tpks in the early days of Age of Worms killed that campaign. It's murderously hard). Aside from some really shiny moments, though, both of them read kind of tediously. Like I mentioned, AoW gets into an undead rut and features a steady stream of NPCs ready to tell you where to go next. Meanwhile, Kingmaker tries to make an entire campaign out of "let's go see what's in *this* hex". It's possible they play better than they read, but those are my first impressions. Hope any of that helps. [/QUOTE]
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"Adventure Paths": Which should I do?
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