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How many DM's have actually run a published Adventure Path?
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<blockquote data-quote="Olaf the Stout" data-source="post: 4795373" data-attributes="member: 13703"><p>My group is currently playing through the Shackled City AP. We've currently been playing for over a year now and are about to start Chapter 5 (out of 12). I think the secret to running the AP well is adding bits in to personalise the campaign. As much as it's good to have the whole AP laid out in front of you, the AP authors don't know your group personally. They can't possibly know what every group will like. You, as the DM, do.</p><p></p><p>Another thing I think is important is to let the players know from the start of the campaign that you want to run an AP. Give them an general idea of the type of AP it will be and make sure they are happy to play that sort of game.</p><p></p><p>For Shackled City I told my players that the campaign would be mainly based around 1 city, have quite a bit of dungeon crawling mixed in with some roleplaying, there would be some planar travel and they would face off against demons and other outsiders. Everyone thought that sounded like fun and was on board from the beginning.</p><p></p><p>AP's aren't for everyone. Some DM's and players can find the plot lines too railroady and prefer a more sandbox game. That's perfectly understandable. For myself and my players though we are finding it a lot of fun. </p><p></p><p>Olaf the Stout</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 4795373, member: 13703"] My group is currently playing through the Shackled City AP. We've currently been playing for over a year now and are about to start Chapter 5 (out of 12). I think the secret to running the AP well is adding bits in to personalise the campaign. As much as it's good to have the whole AP laid out in front of you, the AP authors don't know your group personally. They can't possibly know what every group will like. You, as the DM, do. Another thing I think is important is to let the players know from the start of the campaign that you want to run an AP. Give them an general idea of the type of AP it will be and make sure they are happy to play that sort of game. For Shackled City I told my players that the campaign would be mainly based around 1 city, have quite a bit of dungeon crawling mixed in with some roleplaying, there would be some planar travel and they would face off against demons and other outsiders. Everyone thought that sounded like fun and was on board from the beginning. AP's aren't for everyone. Some DM's and players can find the plot lines too railroady and prefer a more sandbox game. That's perfectly understandable. For myself and my players though we are finding it a lot of fun. Olaf the Stout [/QUOTE]
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