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Experiences with the bonus adventures in 3.5 complete campaign
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<blockquote data-quote="Matthan" data-source="post: 6616496" data-attributes="member: 20005"><p>I'm currently running WotBS for 5E, and we're a little behind where your group is at. I'm on the fence about using the additional adventures, but I would be wary of using them with the same set of adventurers. </p><p></p><p>My main concern is pacing. The adventure path is long. If you're finishing up Seaquen, you are a fourth of the way through with no additional adventures. Consider how long it's taken your group to get that far. For my group, it's looking like it'll take anywhere from 6-8 weeks to finish one adventure (we play online for roughly 3 hour weekly sessions). It's already going to take a long time to finish the path. I'm not sure I want to add time to that. I want to finish the adventure (there's some amazing stuff that I want to run like the room in adventure six that has variable gravity! It's going to be awesome), so my goal is to make sure the story keeps moving at a solid pace. If you guys are rocketing through the path, maybe it's not a big deal to add five additional adventures. For me, I'm afraid that it will stretch out the game more than I can sustain.</p><p></p><p>My second concern is experience. Personally, I just went ahead and instituted milestones for my campaign, but if you are running with experience points, you do run the risk of overleveling later adventures. Notice that the first two bonus adventures are for levels 5-7. If you run both of them, you'll be looking at a lot of restructuring encounters for appropriate difficulty. Additionally, that will snowball into later adventures. The more bonus adventures you include the more work you are creating for yourself later on as you have to rebalance more encounters with a wider gap between what's written and the current level of your party. Personally, I'm already adapting to 5E and I don't want to give myself more work than I already have. I don't think the benefits outweigh the time and headache costs. </p><p></p><p>I know none of that is directly helpful, and I apologize for that. The best advice that I can give is to pay careful attention to the timeline of the war. Remember that adventure 9 is one year later than adventure 1 (and if you included mentions of the Festival of Dreams in adventure one like it encourages you to, you can't move it as its written as part of their New Year's celebration). Each of the bonus adventures have suggested times for occurring during the war as well. I think that will be your biggest hurdle. Without teleportation magic, travel is going to take time and with this path, the clock is ticking for all the pieces to fall into place right. If you go for it, good luck with it and let us know how it goes.</p></blockquote><p></p>
[QUOTE="Matthan, post: 6616496, member: 20005"] I'm currently running WotBS for 5E, and we're a little behind where your group is at. I'm on the fence about using the additional adventures, but I would be wary of using them with the same set of adventurers. My main concern is pacing. The adventure path is long. If you're finishing up Seaquen, you are a fourth of the way through with no additional adventures. Consider how long it's taken your group to get that far. For my group, it's looking like it'll take anywhere from 6-8 weeks to finish one adventure (we play online for roughly 3 hour weekly sessions). It's already going to take a long time to finish the path. I'm not sure I want to add time to that. I want to finish the adventure (there's some amazing stuff that I want to run like the room in adventure six that has variable gravity! It's going to be awesome), so my goal is to make sure the story keeps moving at a solid pace. If you guys are rocketing through the path, maybe it's not a big deal to add five additional adventures. For me, I'm afraid that it will stretch out the game more than I can sustain. My second concern is experience. Personally, I just went ahead and instituted milestones for my campaign, but if you are running with experience points, you do run the risk of overleveling later adventures. Notice that the first two bonus adventures are for levels 5-7. If you run both of them, you'll be looking at a lot of restructuring encounters for appropriate difficulty. Additionally, that will snowball into later adventures. The more bonus adventures you include the more work you are creating for yourself later on as you have to rebalance more encounters with a wider gap between what's written and the current level of your party. Personally, I'm already adapting to 5E and I don't want to give myself more work than I already have. I don't think the benefits outweigh the time and headache costs. I know none of that is directly helpful, and I apologize for that. The best advice that I can give is to pay careful attention to the timeline of the war. Remember that adventure 9 is one year later than adventure 1 (and if you included mentions of the Festival of Dreams in adventure one like it encourages you to, you can't move it as its written as part of their New Year's celebration). Each of the bonus adventures have suggested times for occurring during the war as well. I think that will be your biggest hurdle. Without teleportation magic, travel is going to take time and with this path, the clock is ticking for all the pieces to fall into place right. If you go for it, good luck with it and let us know how it goes. [/QUOTE]
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