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Observations on Adventure Paths
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<blockquote data-quote="MerricB" data-source="post: 4561424" data-attributes="member: 3586"><p>Motivating the PCs is a terribly difficult task in an Adventure Path. Doing it for one or two adventures is one thing... maintaining motivation over lots of adventures? Much harder.</p><p></p><p>One of the key things that, I think, you need to do is <em>introduce the overall threat early in the piece</em>. Did you watch the second series of Heroes? Did you have any idea what it was about? One of the problems with the season was that there was no clear arc to it; the key threat got introduced way too late.</p><p></p><p>It's really worth noting that a single AP adventure will take a group 3-4 sessions if they're fairly quick about it, longer if they dally with roleplaying. <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=":)" /> If you wait until the 16th session to introduce the concept of what the campaign is about... I feel that is way, way too late. 16 sessions? That might be most of a year for some groups.</p><p></p><p><em>Players need direction!</em> And subtle clues rarely work for your average group. Hit them over the head with a brick; that will get their attention! Age of Worms was a bit scattered at the beginning, but once it got into gear, the PCs knew what they were up against and what was (basically) going on. Savage Tide? I'm not sure what it was about, and I was running it! (Hyperbole there). The <em>shadow pearls</em> managed to be a really forgettable and unconvincing threat. And so much of the campaign ignored them completely, my players could be forgiven for not seeing the point of the AP.</p><p></p><p>Mentors to point the PCs where to go next? Yeah, give me them.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4561424, member: 3586"] Motivating the PCs is a terribly difficult task in an Adventure Path. Doing it for one or two adventures is one thing... maintaining motivation over lots of adventures? Much harder. One of the key things that, I think, you need to do is [i]introduce the overall threat early in the piece[/i]. Did you watch the second series of Heroes? Did you have any idea what it was about? One of the problems with the season was that there was no clear arc to it; the key threat got introduced way too late. It's really worth noting that a single AP adventure will take a group 3-4 sessions if they're fairly quick about it, longer if they dally with roleplaying. :) If you wait until the 16th session to introduce the concept of what the campaign is about... I feel that is way, way too late. 16 sessions? That might be most of a year for some groups. [i]Players need direction![/i] And subtle clues rarely work for your average group. Hit them over the head with a brick; that will get their attention! Age of Worms was a bit scattered at the beginning, but once it got into gear, the PCs knew what they were up against and what was (basically) going on. Savage Tide? I'm not sure what it was about, and I was running it! (Hyperbole there). The [i]shadow pearls[/i] managed to be a really forgettable and unconvincing threat. And so much of the campaign ignored them completely, my players could be forgiven for not seeing the point of the AP. Mentors to point the PCs where to go next? Yeah, give me them. Cheers! [/QUOTE]
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