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<blockquote data-quote="Job" data-source="post: 4576580" data-attributes="member: 37196"><p>To keep the creative streak alive, I look for ways to modify and enhance my AP's around the desires of my players, sometimes significantly rerouting the main railroad while keeping the trail of clues intact. </p><p> </p><p>My players all have special items that they crave (e.g. a dancing sword and boots of speed) and special modules that they've heard about and would like to tackle (e.g. Tomb of Horrors, and Temple of Elemental Evil), so I throw these in as sidequests to the main campaign or as replacements for a module or two. And whenever I read a particularly interesting new module, such as the "Skeletons of Scarwall", I look for ways to insert it into the campaign.</p><p> </p><p>As examples, I'm running the Shackled City AP but I've changed many locations and sequences of events. The home city of Cauldron hasn't changed and the key NPC's, villains, and main clues are still there. I wasn't excited about the second module entitled "Flood Season" of the Shackled City AP, so I replaced it with "The Styes" from Dungeon Magazine. [sblock=Shackled City spoiler]A key NPC, a paladin named Alek Tercival, gets kidnapped somewhere around the 4th module of the Shackled City AP and requires rescuing, but I wasn't enthusiastic about the original kidnappers hideout, so I replaced that location with the Temple of Elemental Evil (which my players had mentioned an interest in a couple of times).[/sblock]</p><p> </p><p>So I've kept the structure of the Adventure Path intact (as long as it interests me), but the I've personalized each individual segment of the AP by providing special rewards in sidequests for my players and by inserting alternate locations/challenges that have captured my imagination.</p><p> </p><p>Job.</p></blockquote><p></p>
[QUOTE="Job, post: 4576580, member: 37196"] To keep the creative streak alive, I look for ways to modify and enhance my AP's around the desires of my players, sometimes significantly rerouting the main railroad while keeping the trail of clues intact. My players all have special items that they crave (e.g. a dancing sword and boots of speed) and special modules that they've heard about and would like to tackle (e.g. Tomb of Horrors, and Temple of Elemental Evil), so I throw these in as sidequests to the main campaign or as replacements for a module or two. And whenever I read a particularly interesting new module, such as the "Skeletons of Scarwall", I look for ways to insert it into the campaign. As examples, I'm running the Shackled City AP but I've changed many locations and sequences of events. The home city of Cauldron hasn't changed and the key NPC's, villains, and main clues are still there. I wasn't excited about the second module entitled "Flood Season" of the Shackled City AP, so I replaced it with "The Styes" from Dungeon Magazine. [sblock=Shackled City spoiler]A key NPC, a paladin named Alek Tercival, gets kidnapped somewhere around the 4th module of the Shackled City AP and requires rescuing, but I wasn't enthusiastic about the original kidnappers hideout, so I replaced that location with the Temple of Elemental Evil (which my players had mentioned an interest in a couple of times).[/sblock] So I've kept the structure of the Adventure Path intact (as long as it interests me), but the I've personalized each individual segment of the AP by providing special rewards in sidequests for my players and by inserting alternate locations/challenges that have captured my imagination. Job. [/QUOTE]
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