ENWorld Adventure Path: A Modest Proposal

Amy Kou'ai said:
I am oddly tempted to suggest that perhaps it might be nice to do something like Tales from the Infinite Staircase -- a series of adventures that, while part of an overarching plot, can still be mix-and-matchable and scaled up and down, and for which events in one part can influence the other. Though perhaps this is possibly too difficult and breaks the metaphor of the adventure "path," but...

While I have neither the time nor inclination to work on this project, I do agree that those types of adventures are the most useful and fun to run.
 

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Steel_Wind said:
*sigh* the IP Police ride in.

IF you like, I can say a few things about that:

1 - I am in IP lawyer in my day job ~ it's what I do.

Ooh ooh! An actual IP lawyer! They actually exist AND post to messageboards!! I feel like asking you a question but will refrain as I probably can not afford you.
 


ThirdWizard said:
Here, maybe I'm thinking incorrectly, but isn't it very important for adventure C to know what happened in adventure A to keep continuity up? For small things like "they fought lots of clerics in A, so to keep it fresh in C we won't overdo them" and big things like "they defeat the simulacrum of Tyberius the Blue Robes" in A to prepare them for fighting the real thing later on." That's what makes it a "path" in my eyes.

To a certain extent, but if done right this kind of knowledge can be limited to a very small team of continuity people who let each of the individual adventure teams know what they need to.
 

ThirdWizard said:
"Join me, brothers"
A religious, political, etc fanatic, this villian doesn't see the heros as adversaries. They follow his perscribed take on life, and surely they would be willing to join him and rid the world of whatever he is trying to rid it of. Maybe he thinks all evil should be destroyed so he detects it wherever he goes and slaughters anyone who mildly reads as evil. Or he thinks a utopian society should be run by his secret police group. He doesn't see the heros as enemies of his particular brand of evil, however, and only wishes them luck in their lives. When the heros do cross them, though, they tend to get very indignant and angry.

While I'm all fanaticized-out, I would like to bring up the point that making the villain a (possibly deluded) good guy is the perfect way to make an adventure alignment agnostic.
 


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