ENWorld Adventure Path: A Modest Proposal

Dexterward said:
Steel_Wind and All,

Well I am all excited about doing this kind of project. I work on software development and software life cycle teams during the day so I know the value of communication and working with other talented people.
And then there's me :)

I have a certain fondness for the Slaadi idea. Some attention to the order side of things is also interesting, perhaps. An exploration of modrons or inevitables?

Exploring new social terrain, or mental terrain.
How does the rest of the world react to the first democracy?
Or the first theocracy?
I once ran an interesting campaign set in a world full of monsters so nasty the gods of freedom couldn't build social structures organized enough to stop them. A theocracy dedicated to the equivalent of Hextor emerged and became very powerful because it could maintain a standing army without difficulty.

What if someone discovered a new type of magic? Or a new set of spells? Intellectual property conflicts suddenly abound!
 
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Steel_Wind said:
Alright, it appears there is some interest in a project of this scope.

I would think so... I find it particularly interesting because it appears there would be actual project management by somebody who knows how to do it. I completely agree that an unstructured approach most likely ends up nowhere, but never really wanted to take on the PM role myself...

The challenge with the list of suggested Plots (or their outlines) is keeping them relevant throughout the entire thing - without overwhelming the PCs, frustrating them, or getting tedious. Probably neccesary to have a number of interconnected but scaled plots that suit the PCs at each of the various levels.

Which raises a number of thoughts/questions - obviously not looking to see these resolved all at once, just in the way of getting them out there:

1. Scope: Are we taking the characters all the way from 1st to 20th? I like this idea, but it presents a variety of challenges.

2. Increments: How many Adventures in the path? I'm thinking that a larger number of interconnected but relatively small scope adventures is superior to a few large scope ones. Provides variety and maximizes flexibility for the DM. Also, more adventures :)

3. Ruleset: What 'Rules' would apply? I strongly reccomend using nothing but the Core Rules and mechanics (including new critters and items is fine, of course). It significantly multiplies the usefulness of the resulting product.

4. Setting: I'm joining the chorus of 'generic fantasy is best'. Or at least adventures that can be crowbarred into any of the Fantasy settings or Homebrews with minimal work. It might be a cool idea to write 'guides' that assist in this process.

I think that if this concept works out, the opportunity exists to develop similar products for other 'systems/settings. Particularly for D20 Past, Modern, and Future rather than for a more licensed property like Star Wars or even Traveller (although a D20 Future path could be almost indistinguishable from Traveller).

5. Setting Impact: The 'problem' with a lot of 'save the world' plots is that they often involve impacting the Setting structure too much - which can screw up a Setting for future applications (If we make a DM sink half of Khorvaire into the ocean in his campaign, we muck up his ability to use that setting as published - which he won't like). So limits (or the decision NOT set limits) will need to be established fairly early on.

6. Format: I was a huge fan of Dungeon's Adventure Path format - particularly how each area was prefaced by a 'block' that described what could be seen with different light sources/visual abilities. This is more work, of course, but I see this as an opportunity to 'raise the bar' on published adventures by doing it right. Basically, rules as to how content is to be produced will need to be agreed upon (or mandated) and enforced.

7. Secrecy vs Openness: A classic conundrum. Openness is more conducive to creativity, but a modicum of secrecy is better for the eventual enjoyment of the 'product'. As an IP lawyer AND a commercial Project Manager, I suspect you've got this covered - but given the anarchic nature of this crowd :) it might be worth going so far as NDA's and such for project participants. Maybe even between different project groups - team working on adventure 'A" doesn't really know what's going on with adventure 'C' etc..

Undoubtedly, there's more. I'm certainly interested in seeing how this comes together, and may well enjoy contributing. I can write, edit and format content, organize materials, 'build' solid NPCs, modify/advance critters, and design encounters and adventures (more of the side-trek variety). That sort of thing. Some graphical abilities (but you've likely got better on hand).

Let me know what you're looking for.

A'Mal
 

Steel_Wind said:
Too Dark for you? :D

I must say, I have run a very successful campaign in the past patterned after the Imprisoned plot line. It can be quite engaging and blends investigation, betrayal, high fantasy and dungeon crawling in fantastic ruins fairly well.

I have no doubt that powerful stories can be crafted with any one of those themes. I think I was reacting to the list as a hole. ;)

And there is no reason it cannot intersect with an Unhomed theme either.

Certainly, maybe the Shining City was pulled into Limbo by the Slaad.
 

Ah, Slaadi. Admittedly, just the mention of them piques my interest. I've always wanted to put a "method to the madness" so to speak, but I've never gotten around to it. And, I'm sure my love of Planescape doesn't hamper that at all. ;) Mechanically, it would be somewhat difficult to have an adventure path set around them, however, because of the limited CR numbers associated with them, compared to Devils for instance. However, I'm sure this isn't a problem that couldn't be solved by a talented group of people.

Amal Shukup said:
1. Scope: Are we taking the characters all the way from 1st to 20th? I like this idea, but it presents a variety of challenges.

It might be easier to start at 3rd. But, I'm all for taking it all the way to 20th level.

Amal Shukup said:
2. Increments: How many Adventures in the path? I'm thinking that a larger number of interconnected but relatively small scope adventures is superior to a few large scope ones. Provides variety and maximizes flexibility for the DM. Also, more adventures
smile.gif

I'm also for a large number of interconnected adventures rather than a few very large ones. It will seem less overwhelming to DMs. It would also have the benefit of giving more breathing room for players.

Amal Shukup said:
3. Ruleset: What 'Rules' would apply? I strongly reccomend using nothing but the Core Rules and mechanics (including new critters and items is fine, of course). It significantly multiplies the usefulness of the resulting product.

I agree.

Amal Shukup said:
6. Format: I was a huge fan of Dungeon's Adventure Path format - particularly how each area was prefaced by a 'block' that described what could be seen with different light sources/visual abilities. This is more work, of course, but I see this as an opportunity to 'raise the bar' on published adventures by doing it right. Basically, rules as to how content is to be produced will need to be agreed upon (or mandated) and enforced.

Never read an adventure path myself. ^^;

Amal Shukup said:
7. Secrecy vs Openness: A classic conundrum. Openness is more conducive to creativity, but a modicum of secrecy is better for the eventual enjoyment of the 'product'. As an IP lawyer AND a commercial Project Manager, I suspect you've got this covered - but given the anarchic nature of this crowd
smile.gif
it might be worth going so far as NDA's and such for project participants. Maybe even between different project groups - team working on adventure 'A" doesn't really know what's going on with adventure 'C' etc..

No comment about outside secrecy, but as for inward:

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.

MavrickWeirdo said:
Certainly, maybe the Shining City was pulled into Limbo by the Slaad.

Moreso than I'm a fan of Sladdi, I'm a fan of two seemingly unrelated plot lines connecting into one larger plot line. Multiple times. :)
 


Steel_Wind said:
The log of the meeting is mailed out to everyone - including those who simply can't make it there as they are in Europe.

We hold a Euro Meeting the next day at 9:30 GMT for the Euro members as a continuation of the meeting. The log is mailed out again. This process has worked well for us.

Ah, thats alright then. Count me in!


glass.
 

I'd like to help... in about three months, when I can get my books out of storage.

I keep threatening to write just. one. adventure! by myself - this might be just the incentive I needed to actually follow through with it.

In the meantime, I'll put myself forward as an editor/proofreader, while I'm at it. I can even double check mechanics, later.
 

An excellent idea, Steel_Wind. I've followed your work on Neverwinter Nights and have been suitably impressed.

From experience, one of the big challenges in this kind of endeavour is handling the sensitive area of the quality of submissions. Very keen, wonderful people can lovingly craft contributions that are, unfortunately, of lower than acceptable standards. How do you intend on handling or avoiding this situation?
 


ThirdWizard said:
Moreso than I'm a fan of Sladdi, I'm a fan of two seemingly unrelated plot lines connecting into one larger plot line. Multiple times. :)

Another benfit of "seemingly unrelated plot lines connecting" is that it makes it easier to have a broad range of challenges (CR's).

So the "Sladdi" plot line can be "hidden/in the background" until players are a high enough level to deal with them.
 

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