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Am I the only one that dislikes Adventure Paths?
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<blockquote data-quote="Olaf the Stout" data-source="post: 6541818" data-attributes="member: 13703"><p>I don’t mind adventure paths. I’ve run the Shackled City AP start to finish (1st to 20th level), but I did modify it fairly heavily towards the end and added extra stuff to personalise the campaign.</p><p></p><p>I’ve also run the Age of Worms about 2/3rds of the way through (1st to about 12th level). That was put on hiatus when we had our 3rd child. I’m not sure if we’ll go back to it to finish it off.</p><p></p><p>The thing I like most about adventure paths is you can foreshadow stuff that will have a payoff later in the campaign. For example, the PC’s encountered a Beholder 3 times in the campaign before finding out near the end, after 3 years of real time gaming that he was one of the BBEG’s (and I’d made him the party patron as well).</p><p></p><p>Similarly, at the start of the campaign I spread rumours of Hookface, an ancient red dragon that was said to have a lair in the area. More rumours and supposed sightings of the dragon were heard throughout the campaign. Near the end of the campaign when the city was in flames and I plopped a huge red dragon down on the battlemat the players’ eyes went wide and they knew exactly who they were about to face off against.</p><p></p><p>Being able to foreshadow those events make the actual encounters so much more memorable than a fight with a random beholder or dragon. You can possibly do that sort of thing outside of an adventure path, but there’s no guarantee that your players will head down that path, so your foreshadowing could be wasted.</p><p></p><p>All that said, if you’re going to run an adventure path, you need player buy-in. I was up front with my group at the start that I wanted to run an AP and that I would need them to “play along” to a certain extent. They were completely fine with that and it worked for our group. However it won’t be everyone’s cup of tea.</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6541818, member: 13703"] I don’t mind adventure paths. I’ve run the Shackled City AP start to finish (1st to 20th level), but I did modify it fairly heavily towards the end and added extra stuff to personalise the campaign. I’ve also run the Age of Worms about 2/3rds of the way through (1st to about 12th level). That was put on hiatus when we had our 3rd child. I’m not sure if we’ll go back to it to finish it off. The thing I like most about adventure paths is you can foreshadow stuff that will have a payoff later in the campaign. For example, the PC’s encountered a Beholder 3 times in the campaign before finding out near the end, after 3 years of real time gaming that he was one of the BBEG’s (and I’d made him the party patron as well). Similarly, at the start of the campaign I spread rumours of Hookface, an ancient red dragon that was said to have a lair in the area. More rumours and supposed sightings of the dragon were heard throughout the campaign. Near the end of the campaign when the city was in flames and I plopped a huge red dragon down on the battlemat the players’ eyes went wide and they knew exactly who they were about to face off against. Being able to foreshadow those events make the actual encounters so much more memorable than a fight with a random beholder or dragon. You can possibly do that sort of thing outside of an adventure path, but there’s no guarantee that your players will head down that path, so your foreshadowing could be wasted. All that said, if you’re going to run an adventure path, you need player buy-in. I was up front with my group at the start that I wanted to run an AP and that I would need them to “play along” to a certain extent. They were completely fine with that and it worked for our group. However it won’t be everyone’s cup of tea. [/QUOTE]
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Am I the only one that dislikes Adventure Paths?
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