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<blockquote data-quote="Ranes" data-source="post: 6473722" data-attributes="member: 4826"><p>I think adventure paths are greater in theory than they sometimes are in play. Clearly, Paizo and their PF APs have done great work; I don't want to denigrate that. I do, however, sometimes wonder about their inherently prescriptive format. To work at their best, they almost require the tacit prior agreement of the group that this is something they're going to buy into from the outset. That's not a bad idea in some respects but it is a trade-off between thematic and plot strengths on the one hand and player freedom on the other. I've started a couple of APs/mega-adventures with my groups over the last decade or more but they've always ended up wandering far from the script. Thankfully, it's usually worked out all right.</p><p> </p><p>Right, that out of the way, I like the idea but, with the concerns above in mind, I would prefer to see one of the following, as opposed to an AP:</p><p> </p><p>A single adventure that traversed the different campaign worlds in the space of a few levels. In other words, keep it tight and make every campaign world really shine for an evening's play. Set the level at the system sweet spot. This would be of the greatest appeal to me.</p><p> </p><p>Alternatively, produce a series of adventures that pay homage to each of the classic campaign worlds but make each stand alone. To facilitate the AP option, set each adventure at a different level spread, thereby enabling narrative tessellation by DMs looking to build an AP (and AP development could be further developed in online supplements to the adventures). That would seem, to me, to grant those with clear likes and dislikes the opportunity to still find value in buying selective modules.</p></blockquote><p></p>
[QUOTE="Ranes, post: 6473722, member: 4826"] I think adventure paths are greater in theory than they sometimes are in play. Clearly, Paizo and their PF APs have done great work; I don't want to denigrate that. I do, however, sometimes wonder about their inherently prescriptive format. To work at their best, they almost require the tacit prior agreement of the group that this is something they're going to buy into from the outset. That's not a bad idea in some respects but it is a trade-off between thematic and plot strengths on the one hand and player freedom on the other. I've started a couple of APs/mega-adventures with my groups over the last decade or more but they've always ended up wandering far from the script. Thankfully, it's usually worked out all right. Right, that out of the way, I like the idea but, with the concerns above in mind, I would prefer to see one of the following, as opposed to an AP: A single adventure that traversed the different campaign worlds in the space of a few levels. In other words, keep it tight and make every campaign world really shine for an evening's play. Set the level at the system sweet spot. This would be of the greatest appeal to me. Alternatively, produce a series of adventures that pay homage to each of the classic campaign worlds but make each stand alone. To facilitate the AP option, set each adventure at a different level spread, thereby enabling narrative tessellation by DMs looking to build an AP (and AP development could be further developed in online supplements to the adventures). That would seem, to me, to grant those with clear likes and dislikes the opportunity to still find value in buying selective modules. [/QUOTE]
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