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Rime of the Frostmaiden Post-Mortem (Spoilers)
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<blockquote data-quote="Ruin Explorer" data-source="post: 8619140" data-attributes="member: 18"><p>I don't disagree with most of this, but I would dispute the "deeply flawed" point very strongly, simply because I've seen it done with such great success so many times by companies whose name is not WotC, and despite not being a fan of obvious railroading I've happily played through APs, and I know DMs who are not great DMs who have done a good job thanks to a well-written AP.</p><p></p><p>I think the issue is that WotC agree with you, and thus create these messy-as-hell adventures that they think work better than an AP, but are in reality just a lot harder for time-pressured or less-experienced/engaged DMs to run well than an AP.</p><p></p><p>I mean, you say the reason to buy adventures is to "get other people's ideas", and whilst that's valid and true as <em>a</em> reason, that's not why I'd buy a big-ass campaign-scale adventure, ever. The only times I've bought those it's been because I don't have time to write a big-ass campaign-scale adventure. The problem with the WotC approach is that due to the weird sandboxes, the disjointed adventures, and as you say, the general sense that a ton got cut (often "connective tissue", to use a slightly gross metaphor), I find I have to do literally almost as much work as actually writing a campaign to get one functional.</p><p></p><p>That was not true of Paizo's APs in 3.XE. I didn't <em>like</em> a lot of them. I didn't like the tone of a lot of them. But I didn't have to do tons of work just to make them work. I guess I want WotC's tone with Paizo's grasp on avoiding making me do work. If I'm paying a ton of money for an adventure, it's because I want the work done for me!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8619140, member: 18"] I don't disagree with most of this, but I would dispute the "deeply flawed" point very strongly, simply because I've seen it done with such great success so many times by companies whose name is not WotC, and despite not being a fan of obvious railroading I've happily played through APs, and I know DMs who are not great DMs who have done a good job thanks to a well-written AP. I think the issue is that WotC agree with you, and thus create these messy-as-hell adventures that they think work better than an AP, but are in reality just a lot harder for time-pressured or less-experienced/engaged DMs to run well than an AP. I mean, you say the reason to buy adventures is to "get other people's ideas", and whilst that's valid and true as [I]a[/I] reason, that's not why I'd buy a big-ass campaign-scale adventure, ever. The only times I've bought those it's been because I don't have time to write a big-ass campaign-scale adventure. The problem with the WotC approach is that due to the weird sandboxes, the disjointed adventures, and as you say, the general sense that a ton got cut (often "connective tissue", to use a slightly gross metaphor), I find I have to do literally almost as much work as actually writing a campaign to get one functional. That was not true of Paizo's APs in 3.XE. I didn't [I]like[/I] a lot of them. I didn't like the tone of a lot of them. But I didn't have to do tons of work just to make them work. I guess I want WotC's tone with Paizo's grasp on avoiding making me do work. If I'm paying a ton of money for an adventure, it's because I want the work done for me! [/QUOTE]
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