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Dungeon Adventure Path series in Greyhawk?
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<blockquote data-quote="TimSmith" data-source="post: 1169777" data-attributes="member: 10322"><p><strong>Generic vs setting specific</strong></p><p></p><p>Definitely praise and genuflections to the Dungeon lads and lasses for their shackled city path!</p><p></p><p>On the setting specificity, or lack of it, I think the importance of this is over dramatised. I mean, does Cauldron really need to be in Greyhawk if you just change the Gods? Does it really even NEED to be in a volcano- couldn't it be a city around a large lake (even a dam/resevoir). Flood season would still work for this and underground locations can still be used without any problems at all. My point is that there are a lot of tweaks that can be made in a few seconds that don't stop you using the adventure path as presented for its meaty bits whilst changing the setting slightly to fit with your other stuff. Personally I don't see a problem with setting an adventure path in a new area anyway- if you are going to make it the basis of an entire campaign then why do you need to tie it too closely into other areas that have been developed?</p><p></p><p>One thing that would definitely be useful would be a sidebar suggesting alternate Gods for the Realms and other "big" settings or perhaps a web enhancement (by the way, where did these get to for episodes 3 and 4?!?)</p><p></p><p>What you should DEFINITELY steer clear of would be world specific tie-ins which would prevent use in other worlds unless a lot of work was done. Perhaps have a generic or new evil organisation which could be replaced by a DM's preferred set of baddies if he wants. (The Cagewrights work well for this as they can be used as is, BUT if you really want they can be adapted slightly to be agents of Tharizdun/Iuz/S Brotherhood/Kraken Society/Knights of the Shield/ Menzoberranzan/ whoever you like as long as they think they can gain something by making a pact with the infernal powers.) Earth shattering events like rains of colourless fire or the time of the Avatars should NOT be essential to run the adventures- they could be there as a suggestion/alternate ending though.</p><p></p><p>My vote would be that Shackled city has pretty much got the balance right so far. The only mild difficulties for me were trying to resolve the relationship between the different religions in Cauldron if you change them to non Greyhawk deities- but since that has been the most difficult area you can see its not a big deal!</p></blockquote><p></p>
[QUOTE="TimSmith, post: 1169777, member: 10322"] [b]Generic vs setting specific[/b] Definitely praise and genuflections to the Dungeon lads and lasses for their shackled city path! On the setting specificity, or lack of it, I think the importance of this is over dramatised. I mean, does Cauldron really need to be in Greyhawk if you just change the Gods? Does it really even NEED to be in a volcano- couldn't it be a city around a large lake (even a dam/resevoir). Flood season would still work for this and underground locations can still be used without any problems at all. My point is that there are a lot of tweaks that can be made in a few seconds that don't stop you using the adventure path as presented for its meaty bits whilst changing the setting slightly to fit with your other stuff. Personally I don't see a problem with setting an adventure path in a new area anyway- if you are going to make it the basis of an entire campaign then why do you need to tie it too closely into other areas that have been developed? One thing that would definitely be useful would be a sidebar suggesting alternate Gods for the Realms and other "big" settings or perhaps a web enhancement (by the way, where did these get to for episodes 3 and 4?!?) What you should DEFINITELY steer clear of would be world specific tie-ins which would prevent use in other worlds unless a lot of work was done. Perhaps have a generic or new evil organisation which could be replaced by a DM's preferred set of baddies if he wants. (The Cagewrights work well for this as they can be used as is, BUT if you really want they can be adapted slightly to be agents of Tharizdun/Iuz/S Brotherhood/Kraken Society/Knights of the Shield/ Menzoberranzan/ whoever you like as long as they think they can gain something by making a pact with the infernal powers.) Earth shattering events like rains of colourless fire or the time of the Avatars should NOT be essential to run the adventures- they could be there as a suggestion/alternate ending though. My vote would be that Shackled city has pretty much got the balance right so far. The only mild difficulties for me were trying to resolve the relationship between the different religions in Cauldron if you change them to non Greyhawk deities- but since that has been the most difficult area you can see its not a big deal! [/QUOTE]
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