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Build your own adventure path
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<blockquote data-quote="Psychotic Jim" data-source="post: 5207794" data-attributes="member: 547"><p>Adventure paths are something I’ve always felt ambivalent about. On the one hand, they’re often filled with cool ideas and detailed to a high degree, useful to a dm with a lack of time or inspiration. On the other hand, many are fairly linear and aren’t really customized for the home group that homebrew adventures could be. </p><p></p><p> However, one idea I’ve been toying with is building my own adventure path. That is, taking unrelated adventures from various different sources and custom-fitting them together and filling out the blanks with my own material. That way, I think you could get the best of both worlds.</p><p></p><p> For example, one idea I had for a custom-built adventure path for 3e/pathfinder was what I called “When the Stars are Right”. This would start off with one or two of the first modules from the Pathfinder S<em>econd Darkness</em> adventure path. Basically, ominous forces (the drow in the official Second Darkness adventure path) call down stars to fall from the sky. Since I’m a bit tired of drow at this point, I probably would follow this with a few fleshed out ideas from Malhavoc Presses’ <em>When the Sky Falls</em>. It’s a kind of an event book for adventures involving falling meteorites and the like. These would probably be a bit more free form and let the players have a variety of choices of what to respond to. Eventually, the catastrophes caused by falling stars might weaken the dimensional barriers enough for the events of <em>Hyperconscious </em>(also a Malhavoc book and vaguely linked to When the Sky Falls) to occur. Basically a lot of aberration and cosmic weirdness. </p><p></p><p>Where it would go after that probably would determine on the players. If they wanted to explore the stars directly, I might have them find a spelljamming ship and take to the stars. There’s probably something from Dragon star or Spelljammer I could run in that case. On the other hand, if they wanted to explore the planar breaches, I could have them explore some of the parallel worlds and built in adventure seeds from <em>Beyond Countless Doorways.</em></p><p></p><p>So basically, this “build your own adventure path" idea is just mixing and matching different resources and altering them to fit your game. So I was interested to hear other people’s ideas of what they’ve done along these lines. What sort of “build your own adventure path” campaigns have people run or played in in the past? What Ideas have you thought about?</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 5207794, member: 547"] Adventure paths are something I’ve always felt ambivalent about. On the one hand, they’re often filled with cool ideas and detailed to a high degree, useful to a dm with a lack of time or inspiration. On the other hand, many are fairly linear and aren’t really customized for the home group that homebrew adventures could be. However, one idea I’ve been toying with is building my own adventure path. That is, taking unrelated adventures from various different sources and custom-fitting them together and filling out the blanks with my own material. That way, I think you could get the best of both worlds. For example, one idea I had for a custom-built adventure path for 3e/pathfinder was what I called “When the Stars are Right”. This would start off with one or two of the first modules from the Pathfinder S[I]econd Darkness[/I] adventure path. Basically, ominous forces (the drow in the official Second Darkness adventure path) call down stars to fall from the sky. Since I’m a bit tired of drow at this point, I probably would follow this with a few fleshed out ideas from Malhavoc Presses’ [I]When the Sky Falls[/I]. It’s a kind of an event book for adventures involving falling meteorites and the like. These would probably be a bit more free form and let the players have a variety of choices of what to respond to. Eventually, the catastrophes caused by falling stars might weaken the dimensional barriers enough for the events of [I]Hyperconscious [/I](also a Malhavoc book and vaguely linked to When the Sky Falls) to occur. Basically a lot of aberration and cosmic weirdness. Where it would go after that probably would determine on the players. If they wanted to explore the stars directly, I might have them find a spelljamming ship and take to the stars. There’s probably something from Dragon star or Spelljammer I could run in that case. On the other hand, if they wanted to explore the planar breaches, I could have them explore some of the parallel worlds and built in adventure seeds from [I]Beyond Countless Doorways.[/I] So basically, this “build your own adventure path" idea is just mixing and matching different resources and altering them to fit your game. So I was interested to hear other people’s ideas of what they’ve done along these lines. What sort of “build your own adventure path” campaigns have people run or played in in the past? What Ideas have you thought about? [/QUOTE]
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