Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6711045" data-attributes="member: 4937"><p>In general, that's not a problem. Most of the path stays usable. You just have to improvise more. </p><p></p><p>Storminator's humorous example above is not what you do.</p><p></p><p>And in Savage Tide particularly, it's not even necessary to stonewall players like that. The next section of the adventure path is very open world and expects the PC's to explore widely, so the content that they skipped remains in play. The journey across the island doesn't advance the story much so skipping it is really just skipping grindy content meant to level the PC's up (one my biggest problems with the 1-20 AP concept). You can if you need to always create new hooks to give them a reason to explore that area, and if not you can always improvise grindy content if you need to. </p><p></p><p>In particular, the PC's aren't actually behaving very rationally either. There are NPC survivors that they'd be abandoning on the beach if they took to the sea, and PC's of that level simply can't sea journey effectively. A potion? Are you serious? Trying to swim 200 miles to shelter without a guide as a dolphin in sea dragon infested waters? It won't take them long to think better of that, and even if it doesn't, I can improvise content about that journey just fine. My biggest fear would be that the players are heading to a TPK trying to get off the rails in a very irrational manner. </p><p></p><p>Most of the time, the path allows for detours or short cuts.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6711045, member: 4937"] In general, that's not a problem. Most of the path stays usable. You just have to improvise more. Storminator's humorous example above is not what you do. And in Savage Tide particularly, it's not even necessary to stonewall players like that. The next section of the adventure path is very open world and expects the PC's to explore widely, so the content that they skipped remains in play. The journey across the island doesn't advance the story much so skipping it is really just skipping grindy content meant to level the PC's up (one my biggest problems with the 1-20 AP concept). You can if you need to always create new hooks to give them a reason to explore that area, and if not you can always improvise grindy content if you need to. In particular, the PC's aren't actually behaving very rationally either. There are NPC survivors that they'd be abandoning on the beach if they took to the sea, and PC's of that level simply can't sea journey effectively. A potion? Are you serious? Trying to swim 200 miles to shelter without a guide as a dolphin in sea dragon infested waters? It won't take them long to think better of that, and even if it doesn't, I can improvise content about that journey just fine. My biggest fear would be that the players are heading to a TPK trying to get off the rails in a very irrational manner. Most of the time, the path allows for detours or short cuts. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
Top