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Rejecting the Premise in a Module
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<blockquote data-quote="Stormdale" data-source="post: 8053250" data-attributes="member: 3555"><p>Couldn't agree more. Too many adventure paths (both Pathfinder and 5e) are full of filler designed to do nothing but waste your time. I was playing in a curse of Stradh game a while back, a prime example of how not to run an adventure path IMO- BBEG is in castle on top of hill only way out of this helhole is to kill him but no we can't go straight up there are deal with Strahdy Von Stadh Pants as we called him, we need to be led round and round in circles so we go to C,D,E and F (with a semblace of choice in the order we deal with them)- got frustrated as hell not being able to get on with what we were there for- killing the BBEG so if i were to ever run it it would be with 8+ level PCs and run it closer to the original version with them arriving and trying to get out of dodge ASAP and get stright to the meat of the advenure with the castle. </p><p></p><p>I aso played in a Pathfinder Rise of the Runelords a year or so again too, oh my god so much waste of time filler that bored me to tears, lucikly the game ended as the DM burnt out with trying to run the system. </p><p></p><p>IMO the answer is to go back to the 1e model of shorter, tighter adventure arcs (eg the Slavers series) which can be dropped into ongoing campaigns, several of which can be mix and matched to create a longer campaign arc if required. The only thing the adventure paths have been good for IMO has been pulling them apart fo adventure locales. </p><p></p><p>The only one we've managed to complete (though I removed a good bunch of the final dungeon as it was becoming a boring slog to my group) was tomb of Anniliation and it was sequed into an ongoing campaign which ironcially enough started out based on the 1e Hommlet combined with elements of Princes and of Apocalypse (and a smattering of the 3E Temple of Elemental Evil too) but somehow wandered into parts of Storm King's Thunder and then ended up in the Amedio jungle and the tomb. Took a couple of years and again was directed by player engagement with the materials not my wishes.</p><p></p><p>My only real failure as a DM has been scarring my players for life with the original (3E) verison of Rappan Athuk, I've bought two versions since and as soon as they get a wiff of Rappan Athuk, they pack up sticks and high tail it to safer climes. One day though...</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8053250, member: 3555"] Couldn't agree more. Too many adventure paths (both Pathfinder and 5e) are full of filler designed to do nothing but waste your time. I was playing in a curse of Stradh game a while back, a prime example of how not to run an adventure path IMO- BBEG is in castle on top of hill only way out of this helhole is to kill him but no we can't go straight up there are deal with Strahdy Von Stadh Pants as we called him, we need to be led round and round in circles so we go to C,D,E and F (with a semblace of choice in the order we deal with them)- got frustrated as hell not being able to get on with what we were there for- killing the BBEG so if i were to ever run it it would be with 8+ level PCs and run it closer to the original version with them arriving and trying to get out of dodge ASAP and get stright to the meat of the advenure with the castle. I aso played in a Pathfinder Rise of the Runelords a year or so again too, oh my god so much waste of time filler that bored me to tears, lucikly the game ended as the DM burnt out with trying to run the system. IMO the answer is to go back to the 1e model of shorter, tighter adventure arcs (eg the Slavers series) which can be dropped into ongoing campaigns, several of which can be mix and matched to create a longer campaign arc if required. The only thing the adventure paths have been good for IMO has been pulling them apart fo adventure locales. The only one we've managed to complete (though I removed a good bunch of the final dungeon as it was becoming a boring slog to my group) was tomb of Anniliation and it was sequed into an ongoing campaign which ironcially enough started out based on the 1e Hommlet combined with elements of Princes and of Apocalypse (and a smattering of the 3E Temple of Elemental Evil too) but somehow wandered into parts of Storm King's Thunder and then ended up in the Amedio jungle and the tomb. Took a couple of years and again was directed by player engagement with the materials not my wishes. My only real failure as a DM has been scarring my players for life with the original (3E) verison of Rappan Athuk, I've bought two versions since and as soon as they get a wiff of Rappan Athuk, they pack up sticks and high tail it to safer climes. One day though... [/QUOTE]
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