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How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="gamerprinter" data-source="post: 6712737" data-attributes="member: 50895"><p>I've got a trilogy of modules, called <strong>The Curse of the Golden Spear</strong>:<strong> <a href="http://drivethrurpg.com/product/91394/The-Gift-Curse-of-the-Golden-Spear-Part-1-PFRPG?cPath=4448_6626" target="_blank">The Gift</a></strong>,<strong> <a href="http://drivethrurpg.com/product/91465/Dim-Spirit-Curse-of-the-Golden-Spear-Part-2-PFRPG?cPath=4448_6626" target="_blank">Dim Spirit</a></strong>, and<strong> <a href="http://drivethrurpg.com/product/92499/Dark-Path-Curse-of-the-Golden-Spear-Part-3-PFRPG?cPath=4448_6626" target="_blank">Dark Path</a></strong>, for my published <strong>Kaidan setting of Japanese horror (PFRPG)</strong> that have gray boxed contingencies built in, in case players want to deviate from the pre-written intended path of the adventures. One event, helping to defend a wilderness town from an assault by marauding bandits in the first module (if the PCs help) have ramifications in the second and third module - locals have heard the good they've done, so can more easily gain allies to help them in the subsequent modules. The "curse" from Curse of the Golden Spear, is also a controlling element to keep parties from straying too far off the beaten path. In the last adventure the party needs to find a way to escape while in pursuit by bands of samurai and assassins, if they choose to deviate from the prepared escape route, the gray boxed text offers alternatives. Since many of the third module's encounters occur in the wilderness, for example. You needn't change the encounters, rather move them to the path the party has taken, instead of where they were supposed to happen.</p><p></p><p>The first module is arriving, getting traveling papers and making a delivery to a specific town, castle and local noble lord with 2 optional ways of getting to the destination, because the adventure is a package delivery (which is kind of railroad) it doesn't feel like it. Since the latter two adventures involve getting off the island with many alternate avenues of escape, there's no railroad there either. Not every adventure path is a railroad, if you bulid it correctly.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6712737, member: 50895"] I've got a trilogy of modules, called [B]The Curse of the Golden Spear[/B]:[B] [URL="http://drivethrurpg.com/product/91394/The-Gift-Curse-of-the-Golden-Spear-Part-1-PFRPG?cPath=4448_6626"]The Gift[/URL][/B],[B] [URL="http://drivethrurpg.com/product/91465/Dim-Spirit-Curse-of-the-Golden-Spear-Part-2-PFRPG?cPath=4448_6626"]Dim Spirit[/URL][/B], and[B] [URL="http://drivethrurpg.com/product/92499/Dark-Path-Curse-of-the-Golden-Spear-Part-3-PFRPG?cPath=4448_6626"]Dark Path[/URL][/B], for my published [B]Kaidan setting of Japanese horror (PFRPG)[/B] that have gray boxed contingencies built in, in case players want to deviate from the pre-written intended path of the adventures. One event, helping to defend a wilderness town from an assault by marauding bandits in the first module (if the PCs help) have ramifications in the second and third module - locals have heard the good they've done, so can more easily gain allies to help them in the subsequent modules. The "curse" from Curse of the Golden Spear, is also a controlling element to keep parties from straying too far off the beaten path. In the last adventure the party needs to find a way to escape while in pursuit by bands of samurai and assassins, if they choose to deviate from the prepared escape route, the gray boxed text offers alternatives. Since many of the third module's encounters occur in the wilderness, for example. You needn't change the encounters, rather move them to the path the party has taken, instead of where they were supposed to happen. The first module is arriving, getting traveling papers and making a delivery to a specific town, castle and local noble lord with 2 optional ways of getting to the destination, because the adventure is a package delivery (which is kind of railroad) it doesn't feel like it. Since the latter two adventures involve getting off the island with many alternate avenues of escape, there's no railroad there either. Not every adventure path is a railroad, if you bulid it correctly. [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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