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GMing with Joy: How to Run a Year Long Campaign
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<blockquote data-quote="GuardianLurker" data-source="post: 9233792" data-attributes="member: 786"><p>I'm glad to stand corrected!</p><p></p><p>[USER=90374]@payn[/USER] While I can't speak from direct experience of Paizo's APs, as I don't have any, I'm a little surprised that they'd be good waterslides. All of the good reports I've heard of them (of which are many, many), praises them for tight plotting and a swift flow, which generally doesn't lend itself to the more free-form model implied in the waterslide. I can certainly believe that they can be used as resources (cut-lift-n-adapt), but as written would be a little surprising. </p><p></p><p>The most non-linearity I've seen in published adventures is an unspecified order in plot-token acquisition, not an actual branching. Understandable really - a published, pre-built adventure can't afford to have large amounts of unused material in it. Something that can easily be worked around in a home game, where the unused material can simply be never-built.</p><p></p><p>I've also seen published adventures with large numbers of expansion seeds (X2 and Q1 leap right to mind) but those are generally detours or post-resolution hooks, and not actually part of the main plot.</p><p></p><p>And before it gets misunderstood, what I'm focusing on here are the precursor steps to the full waterslide detailed in the article. That is a great approach to a campaign. But it's not easy to step to that if all you've run are prebuilts.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9233792, member: 786"] I'm glad to stand corrected! [USER=90374]@payn[/USER] While I can't speak from direct experience of Paizo's APs, as I don't have any, I'm a little surprised that they'd be good waterslides. All of the good reports I've heard of them (of which are many, many), praises them for tight plotting and a swift flow, which generally doesn't lend itself to the more free-form model implied in the waterslide. I can certainly believe that they can be used as resources (cut-lift-n-adapt), but as written would be a little surprising. The most non-linearity I've seen in published adventures is an unspecified order in plot-token acquisition, not an actual branching. Understandable really - a published, pre-built adventure can't afford to have large amounts of unused material in it. Something that can easily be worked around in a home game, where the unused material can simply be never-built. I've also seen published adventures with large numbers of expansion seeds (X2 and Q1 leap right to mind) but those are generally detours or post-resolution hooks, and not actually part of the main plot. And before it gets misunderstood, what I'm focusing on here are the precursor steps to the full waterslide detailed in the article. That is a great approach to a campaign. But it's not easy to step to that if all you've run are prebuilts. [/QUOTE]
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