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GMing with Joy: How to Run a Year Long Campaign
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<blockquote data-quote="payn" data-source="post: 9233799" data-attributes="member: 90374"><p>Not all, but many of the AP modules are essentially adventure kits. By that I mean they give a detailed village/town/city complete with NPCs, landmarks, bad guy motivations, etc.. While the reason for being there is set, how the PCs navigate through the adventure is very much up to them in a non-linear fashion. The details allow the PCs and BBEG to be proactive/reactive based on how things play out. For a great example I recommend <em>Souls for Smugglers Shiv</em> by James Jacobs. This module is a shipwreck island sandbox. It is a great waterslide example. Since its first level PF1, it would be easy to convert to any number of D&D editions or derivates. I do not recommend the entire adventure path for reasons ill leave out here. </p><p></p><p>Now, a lot of criticism is aimed at the adventure paths because of this. You may have heard the "meant for readin; not for playin" meme. A lot of that has to do with the kit nature. Folks are expecting basically a dungeon floorplan with little ado about why the PCs are there in the first place. The GM, in this case, will supply the reasons they just want a place with monsters to save time. That old school module expectation I believe is what gives APs a railroad reputation, on top of the bad module meme one they unfairly, IMO, have. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9233799, member: 90374"] Not all, but many of the AP modules are essentially adventure kits. By that I mean they give a detailed village/town/city complete with NPCs, landmarks, bad guy motivations, etc.. While the reason for being there is set, how the PCs navigate through the adventure is very much up to them in a non-linear fashion. The details allow the PCs and BBEG to be proactive/reactive based on how things play out. For a great example I recommend [I]Souls for Smugglers Shiv[/I] by James Jacobs. This module is a shipwreck island sandbox. It is a great waterslide example. Since its first level PF1, it would be easy to convert to any number of D&D editions or derivates. I do not recommend the entire adventure path for reasons ill leave out here. Now, a lot of criticism is aimed at the adventure paths because of this. You may have heard the "meant for readin; not for playin" meme. A lot of that has to do with the kit nature. Folks are expecting basically a dungeon floorplan with little ado about why the PCs are there in the first place. The GM, in this case, will supply the reasons they just want a place with monsters to save time. That old school module expectation I believe is what gives APs a railroad reputation, on top of the bad module meme one they unfairly, IMO, have. YMMV. [/QUOTE]
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