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<blockquote data-quote="Zaruthustran" data-source="post: 3413623" data-attributes="member: 1457"><p>Again, good comments. Especially the bit about the weird sanctity of the PHB spells. <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=":)" /> Got a smile out of that one.</p><p></p><p>The advantage of the Adventure Path is that all the players know it's an adventure path, and before the first game we all talked openly about how everyone is expected to help keep the party along that path. Everyone understands this isn't a freeform campaign where the players can just up and decide to, say, ditch the Isle of Dread in favor of exploring the north pole. Everyone instead understands that the AP is a bit like improvisational theater: the lines can be adjusted, choices can be made, but all the players are supposed to act in such a way as to further the plot and not get too far off-tangent.</p><p></p><p>Which means that I know exactly what monsters and obstacles they'll be facing, in what terrain, when. Right now they're in the middle of the second adventure (Bullywug Gambit). I think the AP is a good four or five issues ahead, and I've got all the issues of Dungeon. They're taking about 2 five-hour sessions to get through each adventure, and we play about twice a month. At this rate we'll finish around November or so, given that I'll have to put the game on hold for August due to planning for the Penny Arcade Expo. </p><p></p><p>At this point I'm comfortable looking ahead, making sure the party isn't screwed due to the choice the arcanist and I have made about those four spells. If it looks like the higher level adventures require one of the spells, I'll have plenty of time--as in, literally months of real-world time--to figure something out. <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=":)" /></p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3413623, member: 1457"] Again, good comments. Especially the bit about the weird sanctity of the PHB spells. :) Got a smile out of that one. The advantage of the Adventure Path is that all the players know it's an adventure path, and before the first game we all talked openly about how everyone is expected to help keep the party along that path. Everyone understands this isn't a freeform campaign where the players can just up and decide to, say, ditch the Isle of Dread in favor of exploring the north pole. Everyone instead understands that the AP is a bit like improvisational theater: the lines can be adjusted, choices can be made, but all the players are supposed to act in such a way as to further the plot and not get too far off-tangent. Which means that I know exactly what monsters and obstacles they'll be facing, in what terrain, when. Right now they're in the middle of the second adventure (Bullywug Gambit). I think the AP is a good four or five issues ahead, and I've got all the issues of Dungeon. They're taking about 2 five-hour sessions to get through each adventure, and we play about twice a month. At this rate we'll finish around November or so, given that I'll have to put the game on hold for August due to planning for the Penny Arcade Expo. At this point I'm comfortable looking ahead, making sure the party isn't screwed due to the choice the arcanist and I have made about those four spells. If it looks like the higher level adventures require one of the spells, I'll have plenty of time--as in, literally months of real-world time--to figure something out. :) -z [/QUOTE]
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