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Do I hang in there, repair, or exit my Scales of War AP?
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<blockquote data-quote="catsclaw227" data-source="post: 5011413" data-attributes="member: 14197"><p>OK gang --</p><p></p><p>I dig 4e, my group is playing it and we are taking some of the advice from the Stalker0 thread on Anti-Grind. </p><p></p><p>But I am playing the Scales of War AP and we are starting the Lost Mine of Karak (AP 4, level 6-7+), and I want to give the PCs more freedom. Do I exit the AP, reduce some of the encounters and let the PCs actions invent the rest (i.e. AP-sandbox hybrid), or do I hang in there and wait, because coming adventures are really awesome?</p><p></p><p>My guys want some of the minor encounters to go more quickly, so we are doing 1/2 HP and +level damage for monsters (or a variant thereof) to quicken the encounters and make them more swingy. </p><p></p><p>But I want them to discover their own PCs, and at this level (6th), they are really feeling their characters and I don't want to avoid letting them sow their individual oats. They like the story and have said that they enjoy what's gone on so far. At least in the Dungeon AP, there's no real feeling of overarching story in the first few modules.... the are loosely connected enough to fiddle around with them. Especially after reading ahead and seeing some really well done adventures.</p><p></p><p>Any suggestions? </p><p></p><p>What have you done to spice up your Scales of War AP? Did you bail on it and roll into something else? How do your players feel about the AP?</p><p></p><p>Lot's of queries for ideas here gang, so not topic is off topic with regards to APs in general, Scales of War AP, moving to and from APs (AoW, SavageTide, Paizo APs, etc).</p><p></p><p>Thanks in advance, gang. I really, really respect the way EnWorld respondents articulate themselves.</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 5011413, member: 14197"] OK gang -- I dig 4e, my group is playing it and we are taking some of the advice from the Stalker0 thread on Anti-Grind. But I am playing the Scales of War AP and we are starting the Lost Mine of Karak (AP 4, level 6-7+), and I want to give the PCs more freedom. Do I exit the AP, reduce some of the encounters and let the PCs actions invent the rest (i.e. AP-sandbox hybrid), or do I hang in there and wait, because coming adventures are really awesome? My guys want some of the minor encounters to go more quickly, so we are doing 1/2 HP and +level damage for monsters (or a variant thereof) to quicken the encounters and make them more swingy. But I want them to discover their own PCs, and at this level (6th), they are really feeling their characters and I don't want to avoid letting them sow their individual oats. They like the story and have said that they enjoy what's gone on so far. At least in the Dungeon AP, there's no real feeling of overarching story in the first few modules.... the are loosely connected enough to fiddle around with them. Especially after reading ahead and seeing some really well done adventures. Any suggestions? What have you done to spice up your Scales of War AP? Did you bail on it and roll into something else? How do your players feel about the AP? Lot's of queries for ideas here gang, so not topic is off topic with regards to APs in general, Scales of War AP, moving to and from APs (AoW, SavageTide, Paizo APs, etc). Thanks in advance, gang. I really, really respect the way EnWorld respondents articulate themselves. [/QUOTE]
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Do I hang in there, repair, or exit my Scales of War AP?
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