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New adventure path from ENP
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<blockquote data-quote="EugeneZ" data-source="post: 5144165" data-attributes="member: 83605"><p>Personally, I think an adventure path would be highly incomplete if it didn't go all the way to 30. Trimming an AP is *super* easy, and in fact, lets you cut the encounters, adventures, and events you didn't like as much as the ones you're keeping.</p><p></p><p>I was going to make a few suggestions and requests but to be totally honest, if Ryan is helming it, I'm not picky. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> So that's my number one request -- and not just Ryan, the more people you can get on board from WotBS 3.5e and 4e the better, in my opinion. I'm not just saying that because I like WotBS. There's a *a lot* to be said for experienced developers and a team learning to work together. They did it once, they can do it again, and better.</p><p></p><p>But if it's a whole new team lined up, then I suppose suggestions are the way to go. On that note, may I suggest something more experimental and... off the cuff? I think that's sort of missing in the 4e stuff I see coming out: something unique and interesting, with less emphasis on railroading the players.</p><p></p><p>For example, take the concept writers like Jack Vance and Gene Wolfe have mastered and create a setting that takes place in the far future, where social and biological decay have corrupted civilization so far that the setting essentially becomes a twisted medieval/fantasy vision rather than anything sci-fi. Let's say most of mankind leaves Earth in the future (let's call it eight hundred years from now) because something has gone wrong with the sun. But many people, for one reason or another, couldn't make it off. The windstorms and flooding annihilated anyone who stayed above ground, so a "Points of Light"-like environment exists underground: many colonies and even large cities built in the last couple hundred years using technologies that work like magic: construction robots that build skyscrapers underground, but whom no one has the knowledge to repair. To add more of a fantasy element, throw in some experiments with dark matter and genetics gone wrong. Arcane and Psionic power source, right there.</p><p></p><p>That's just an example; but if you're interested, I am currently developing just such a campaign for use down the line. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="EugeneZ, post: 5144165, member: 83605"] Personally, I think an adventure path would be highly incomplete if it didn't go all the way to 30. Trimming an AP is *super* easy, and in fact, lets you cut the encounters, adventures, and events you didn't like as much as the ones you're keeping. I was going to make a few suggestions and requests but to be totally honest, if Ryan is helming it, I'm not picky. :) So that's my number one request -- and not just Ryan, the more people you can get on board from WotBS 3.5e and 4e the better, in my opinion. I'm not just saying that because I like WotBS. There's a *a lot* to be said for experienced developers and a team learning to work together. They did it once, they can do it again, and better. But if it's a whole new team lined up, then I suppose suggestions are the way to go. On that note, may I suggest something more experimental and... off the cuff? I think that's sort of missing in the 4e stuff I see coming out: something unique and interesting, with less emphasis on railroading the players. For example, take the concept writers like Jack Vance and Gene Wolfe have mastered and create a setting that takes place in the far future, where social and biological decay have corrupted civilization so far that the setting essentially becomes a twisted medieval/fantasy vision rather than anything sci-fi. Let's say most of mankind leaves Earth in the future (let's call it eight hundred years from now) because something has gone wrong with the sun. But many people, for one reason or another, couldn't make it off. The windstorms and flooding annihilated anyone who stayed above ground, so a "Points of Light"-like environment exists underground: many colonies and even large cities built in the last couple hundred years using technologies that work like magic: construction robots that build skyscrapers underground, but whom no one has the knowledge to repair. To add more of a fantasy element, throw in some experiments with dark matter and genetics gone wrong. Arcane and Psionic power source, right there. That's just an example; but if you're interested, I am currently developing just such a campaign for use down the line. ;) [/QUOTE]
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