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Anyone has a favorite Adventure Path?
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<blockquote data-quote="MerricB" data-source="post: 4887063" data-attributes="member: 3586"><p><strong>Savage Tide</strong> was a disaster for us when we played it, and we abandoned it half-way through. The story starts with false pretenses, giving a lot of details about Sassarine that could be expanded into a great campaign... and then abandoning it completely. So, you're affiliated with the council - how does that matter on the Isle of Dread again?</p><p></p><p>(Affiliations in Savage Tide are one of the big mistakes made by the designers).</p><p></p><p><strong>Age of Worms</strong> was far more successful for us, although there are individual parts of it that display dreadful design and development (the big bad at the very end unfortunately being the exemplar of that. Explain to me how a rogue is meant to participate in the final fight?) It contains one of my all-time favourite adventures, "The Prince of Redhand", and has many other worthy adventures along the way. Structurally, it has far fewer problems than ST as well.</p><p></p><p>Looking to other adventure series (not just paths), the <strong>Desert of Desolation</strong> has two great parts (Pharoah and Oasis), but peters out unfortunately in the Lost Tomb of Martek.</p><p></p><p>I've never run GDQ, although I'd like to one day.</p><p></p><p>The Dragonlance series (DL1-14) I've run bits of. The modules range from the sublime (DL1: Dragons of Despair) to railroaded drek (DL2: Dragons of Flame). I'm also very fond of DL10 (Dragons of Dreams) which I've run as a standalone on a couple of occasions. I think the series could be very enjoyable for a group today, with a modicum of rewriting.</p><p></p><p>I'm currently running the <strong>H1-3, P1-3 and E1-3</strong> adventures. The Heroic levels had two good adventures (Keep and Labyrinth), but things got dreadfully off-track with Pyramid of Shadows. Discussing the series with my players as we go through P1, we identified one of the big problems with the series: By P1, you're basically needing to be heroic adventurers. However, the series doesn't invest you into the world and the NPCs enough. Each adventure is set apart from the others in location, and it causes problems.</p><p></p><p>H1 has a bunch of NPCs that would be great if they were also in H2 and H3. Unfortunately, they're not. H3 is the worst of the bunch as it isolates the group for 4 levels away from the real world in a pyramid with no sympathetic NPCs to interact with. It's a real missed opportunity: if you could rescue someone in H3, then have them invite you to visit them in P1 (just before the problem with the trolls), then everything would work much better.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4887063, member: 3586"] [b]Savage Tide[/b] was a disaster for us when we played it, and we abandoned it half-way through. The story starts with false pretenses, giving a lot of details about Sassarine that could be expanded into a great campaign... and then abandoning it completely. So, you're affiliated with the council - how does that matter on the Isle of Dread again? (Affiliations in Savage Tide are one of the big mistakes made by the designers). [b]Age of Worms[/b] was far more successful for us, although there are individual parts of it that display dreadful design and development (the big bad at the very end unfortunately being the exemplar of that. Explain to me how a rogue is meant to participate in the final fight?) It contains one of my all-time favourite adventures, "The Prince of Redhand", and has many other worthy adventures along the way. Structurally, it has far fewer problems than ST as well. Looking to other adventure series (not just paths), the [b]Desert of Desolation[/b] has two great parts (Pharoah and Oasis), but peters out unfortunately in the Lost Tomb of Martek. I've never run GDQ, although I'd like to one day. The Dragonlance series (DL1-14) I've run bits of. The modules range from the sublime (DL1: Dragons of Despair) to railroaded drek (DL2: Dragons of Flame). I'm also very fond of DL10 (Dragons of Dreams) which I've run as a standalone on a couple of occasions. I think the series could be very enjoyable for a group today, with a modicum of rewriting. I'm currently running the [b]H1-3, P1-3 and E1-3[/b] adventures. The Heroic levels had two good adventures (Keep and Labyrinth), but things got dreadfully off-track with Pyramid of Shadows. Discussing the series with my players as we go through P1, we identified one of the big problems with the series: By P1, you're basically needing to be heroic adventurers. However, the series doesn't invest you into the world and the NPCs enough. Each adventure is set apart from the others in location, and it causes problems. H1 has a bunch of NPCs that would be great if they were also in H2 and H3. Unfortunately, they're not. H3 is the worst of the bunch as it isolates the group for 4 levels away from the real world in a pyramid with no sympathetic NPCs to interact with. It's a real missed opportunity: if you could rescue someone in H3, then have them invite you to visit them in P1 (just before the problem with the trolls), then everything would work much better. Cheers! [/QUOTE]
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