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<blockquote data-quote="payn" data-source="post: 9451557" data-attributes="member: 90374"><p>This is an excellent breakdown and an example of what I was talking about with forum discussion. You get a pretty decent run down of the entire AP chapter by chapter. It reminds me of a lot of my own prep which maybe could be useful advice.</p><ul> <li data-xf-list-type="ul">Read the entire synopsis of each chapter of the AP before starting. <ul> <li data-xf-list-type="ul">This allows you to visualize the entire campaign and understand any changes you need/want to make. More importantly, it allows the PCs to widen their options of approaching the adventure while keeping it on track.</li> </ul></li> <li data-xf-list-type="ul">Dont assume you must follow the advancement by the book. In this example level 1-17.<ul> <li data-xf-list-type="ul">Every AP has at least one chapter that could possibly be abandoned. Sometimes it feels thematically shoehorned in. Other times its just a dungeon crawl becasue higher level PCs are more difficult to challenge over a day of adventure. This might add some work to your plate as you need to adjust CRs and things, but you might come out with a better consistent campaign experience.</li> </ul></li> <li data-xf-list-type="ul"> Add some NPCs, info drops, written notes etc.. to help PCs understand what is going on.<ul> <li data-xf-list-type="ul">Paizo is notorious for writing in amazing scenarios and situations for the AP, but give no good way for a GM to convey that conceptually to the PCs. I find going a little out of the way to explain things can help the PCs better understand and enjoy the adventure. For example, 3 dungeons linked by teleporting is pretty damn cool. Provide some info, some how, to let the players engage that cool concept.</li> </ul></li> </ul><p>The APs are incredible, but they are not a perfect product. Keep in mind a few things. The 3E/PF1 system starts out as good as any, but quickly ramps up the PCs ability and go power. Challenging them through attrition can put a limit on adventure writing. These APs are monthly! So, yeah they need to be written and edited in a quick fashion to get to the consumer. Mistakes will be made. Play testing will be sparse, if at all. Each chapter is written by a new author so inconsistencies happen. They will take effort on <em>your</em> part to run successfully and the work is not done for you. Food for thought.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="payn, post: 9451557, member: 90374"] This is an excellent breakdown and an example of what I was talking about with forum discussion. You get a pretty decent run down of the entire AP chapter by chapter. It reminds me of a lot of my own prep which maybe could be useful advice. [LIST] [*]Read the entire synopsis of each chapter of the AP before starting. [LIST] [*]This allows you to visualize the entire campaign and understand any changes you need/want to make. More importantly, it allows the PCs to widen their options of approaching the adventure while keeping it on track. [/LIST] [*]Dont assume you must follow the advancement by the book. In this example level 1-17. [LIST] [*]Every AP has at least one chapter that could possibly be abandoned. Sometimes it feels thematically shoehorned in. Other times its just a dungeon crawl becasue higher level PCs are more difficult to challenge over a day of adventure. This might add some work to your plate as you need to adjust CRs and things, but you might come out with a better consistent campaign experience. [/LIST] [*] Add some NPCs, info drops, written notes etc.. to help PCs understand what is going on. [LIST] [*]Paizo is notorious for writing in amazing scenarios and situations for the AP, but give no good way for a GM to convey that conceptually to the PCs. I find going a little out of the way to explain things can help the PCs better understand and enjoy the adventure. For example, 3 dungeons linked by teleporting is pretty damn cool. Provide some info, some how, to let the players engage that cool concept. [/LIST] [/LIST] The APs are incredible, but they are not a perfect product. Keep in mind a few things. The 3E/PF1 system starts out as good as any, but quickly ramps up the PCs ability and go power. Challenging them through attrition can put a limit on adventure writing. These APs are monthly! So, yeah they need to be written and edited in a quick fashion to get to the consumer. Mistakes will be made. Play testing will be sparse, if at all. Each chapter is written by a new author so inconsistencies happen. They will take effort on [I]your[/I] part to run successfully and the work is not done for you. Food for thought. Cheers! [/QUOTE]
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