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Savage Tide AP not intriguing me
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<blockquote data-quote="James Jacobs" data-source="post: 3103408" data-attributes="member: 23937"><p>Eric's post is perfect, and it helps to explain why high-level adventures tend to be about outsiders and dragons (and other planar threats) quite well.</p><p></p><p>And while the main bad guy in Savage Tide is indeed a powerful outsider, he's not trying to destroy the world. His plan has side effects that will cause many Material World cities to have some major problems if the PCs don't stop him, but it won't be the end of the world.</p><p></p><p>But I do admit, the high level adventrues in the adventrue paths are tough to do, and tough to keep from being pages and pages of stat blocks. We tried to vary it up in Age of Worms a bit, and we learned a lot from that that we'll be bringing to Savage Tide. In other words, role-playing doesn't die at high level...</p><p></p><p>But as for teleporting and all that... it's the way the game works. If you design high level adventures and don't incorperate wishes and teleporting and plane hopping... you're setting up an adventure that high-level PCs will not be challenged by. The only answer, really, is to cap a campaign at 13th or 10th level, which is something I've been considering for future Adventure paths.</p><p></p><p>Which is in and of itself an interesting question. Is there a desire for a less epic campaign out there? Perhaps one that goes from 1st to 12th level over the course of a year, and focuses more on one level = one adventure?</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 3103408, member: 23937"] Eric's post is perfect, and it helps to explain why high-level adventures tend to be about outsiders and dragons (and other planar threats) quite well. And while the main bad guy in Savage Tide is indeed a powerful outsider, he's not trying to destroy the world. His plan has side effects that will cause many Material World cities to have some major problems if the PCs don't stop him, but it won't be the end of the world. But I do admit, the high level adventrues in the adventrue paths are tough to do, and tough to keep from being pages and pages of stat blocks. We tried to vary it up in Age of Worms a bit, and we learned a lot from that that we'll be bringing to Savage Tide. In other words, role-playing doesn't die at high level... But as for teleporting and all that... it's the way the game works. If you design high level adventures and don't incorperate wishes and teleporting and plane hopping... you're setting up an adventure that high-level PCs will not be challenged by. The only answer, really, is to cap a campaign at 13th or 10th level, which is something I've been considering for future Adventure paths. Which is in and of itself an interesting question. Is there a desire for a less epic campaign out there? Perhaps one that goes from 1st to 12th level over the course of a year, and focuses more on one level = one adventure? [/QUOTE]
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