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
*TTRPGs General
Observations on Adventure Paths
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="MerricB" data-source="post: 4559710" data-attributes="member: 3586"><p>My copy of Children of the Void (Pathfinder #14) arrived a couple of days ago, so I've spent a few hours happily reading through it and seeing what bits might be worth stealing for my other campaigns. I was rather surprised with how short the adventure is, but I was even more surprised to see an section at the start of the adventure which basically translated as "Oops! We didn't think through PF#13 that well".</p><p></p><p>I'm trying to avoid spoilers, but basically the PCs gain an interest in a business that they've been spending all of PF#13 running. There is a basic problem with giving the PCs a piece of real estate: it nails them down. And when the rest of the AP requires the group to be somewhat mobile... oops!</p><p></p><p>If I ever run this AP, I'm going to have a tidal wave wipe out that business. It actually works better for the AP in general, I feel, as it would motivate the PCs as well as destroying an anchor on them.</p><p></p><p>Keeping the PCs motivated in an AP is really, really hard. Heck, it can be hard enough in your personal campaign, and you <em>know</em> who are playing those games. Individual adventures with some links? (Which describes the Wizards 4e H modules) Easy compared to an actual AP. Maintaining a threat over 12+ levels requires very careful planning.</p><p></p><p>I think I managed to do this with my Fhoi Myore campaign, which began with a threat and ended with the defeat of that threat, with 15 levels of game between that. Normally my games get distracted before then.</p><p></p><p>In the Age of Worms AP, my favourite segment (by a long way) was the Prince of Redhand, which had some really great roleplaying, but also introduced the group very effectively to the city that they would end then entire AP ruling. One of the reasons that this worked so well was that the introduction to Alhaster came as the AP was coming towards its climax. It was the introduction to the place where everything would end, so all the detail wasn't wasted. The PCs were going to <em>be</em> there, rather than leaving there.</p><p></p><p>Longevity & relevance of NPCs is also something that can really add to the attraction of an AP. This is really, really hard to achieve in D&D, because you can run into the Dragonlance problem of script immunity. NPCs that stay home are easier to handle (see Lavinia from <em>Savage Tide</em>), but they're not quite as vital as NPCs that accompany the party. The best NPCs I've run in an AP were a couple of NPCs shipwrecked with the party in <em>Savage Tide</em> - the captain of the ship being one, and Avner, a spoilt, annoying noble, being the other. Avner in particular was really great, as I'd built him up throughout the last adventure, and then had him in the forefront for the next adventure as well.</p><p></p><p>Unfortunately, after that he faded into the background. The next adventure in the series didn't really have room for him. Oh, and it also separated the captain from the group as she sailed back to civilisation (there's a problem here in the adventure, actually, as it needs her to be in two places at once...) So, the two NPCs apart from Lavinia that the players really liked were shuffled offscreen. We never quite recovered from that; from here the rationale for the adventure failed and shortly thereafter we terminated the AP by mutual agreement.</p><p></p><p>Recurring NPCs - either friendly or villains - are great, but in a published adventure they give so many problems, especially for villains. Either it's a railroad to keep them alive, or you only use them once...</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4559710, member: 3586"] My copy of Children of the Void (Pathfinder #14) arrived a couple of days ago, so I've spent a few hours happily reading through it and seeing what bits might be worth stealing for my other campaigns. I was rather surprised with how short the adventure is, but I was even more surprised to see an section at the start of the adventure which basically translated as "Oops! We didn't think through PF#13 that well". I'm trying to avoid spoilers, but basically the PCs gain an interest in a business that they've been spending all of PF#13 running. There is a basic problem with giving the PCs a piece of real estate: it nails them down. And when the rest of the AP requires the group to be somewhat mobile... oops! If I ever run this AP, I'm going to have a tidal wave wipe out that business. It actually works better for the AP in general, I feel, as it would motivate the PCs as well as destroying an anchor on them. Keeping the PCs motivated in an AP is really, really hard. Heck, it can be hard enough in your personal campaign, and you [i]know[/i] who are playing those games. Individual adventures with some links? (Which describes the Wizards 4e H modules) Easy compared to an actual AP. Maintaining a threat over 12+ levels requires very careful planning. I think I managed to do this with my Fhoi Myore campaign, which began with a threat and ended with the defeat of that threat, with 15 levels of game between that. Normally my games get distracted before then. In the Age of Worms AP, my favourite segment (by a long way) was the Prince of Redhand, which had some really great roleplaying, but also introduced the group very effectively to the city that they would end then entire AP ruling. One of the reasons that this worked so well was that the introduction to Alhaster came as the AP was coming towards its climax. It was the introduction to the place where everything would end, so all the detail wasn't wasted. The PCs were going to [i]be[/i] there, rather than leaving there. Longevity & relevance of NPCs is also something that can really add to the attraction of an AP. This is really, really hard to achieve in D&D, because you can run into the Dragonlance problem of script immunity. NPCs that stay home are easier to handle (see Lavinia from [i]Savage Tide[/i]), but they're not quite as vital as NPCs that accompany the party. The best NPCs I've run in an AP were a couple of NPCs shipwrecked with the party in [i]Savage Tide[/i] - the captain of the ship being one, and Avner, a spoilt, annoying noble, being the other. Avner in particular was really great, as I'd built him up throughout the last adventure, and then had him in the forefront for the next adventure as well. Unfortunately, after that he faded into the background. The next adventure in the series didn't really have room for him. Oh, and it also separated the captain from the group as she sailed back to civilisation (there's a problem here in the adventure, actually, as it needs her to be in two places at once...) So, the two NPCs apart from Lavinia that the players really liked were shuffled offscreen. We never quite recovered from that; from here the rationale for the adventure failed and shortly thereafter we terminated the AP by mutual agreement. Recurring NPCs - either friendly or villains - are great, but in a published adventure they give so many problems, especially for villains. Either it's a railroad to keep them alive, or you only use them once... Cheers! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Observations on Adventure Paths
Top