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General Tabletop Discussion
*TTRPGs General
So, how exactly does and Adventure Path work?
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<blockquote data-quote="Shadowslayer" data-source="post: 3314146" data-attributes="member: 8400"><p>I'm totally uninitiated to this fairly recent phenomenon, so I'm curious about a few things. My game store doesn't carry them, and I've never seen one to flip through it, hence the questions.</p><p></p><p>I realize what an adventure path is...a sequential bunch of adventures with an overall theme that will take a game up to X level, and basically constitutes a whole campaign. My question in a nutshell, is how do they get a party from 1st to 20th without railroading anyone? How much leeway is there to be had and still stay on track?</p><p></p><p>I've never been a railroad DM. My world is never cut and dried at the start of the campaign. I tend to start out with a general world-view, basic starting area, include some encounters and enough adventure to keep us going for a couple weeks, and a raft of adventure seeds. Then I write more depending on what directions the players seem to gravitate towards. </p><p></p><p>Unfortunately, I don't have time for a lot of this prep these days and am finding it harder and harder to DM this way. I'm thinking of giving adventure paths or adventure chains a look.</p><p></p><p>My first DM, back in the old days, always had the next string of adventures planned. (His path read like a D&D's greatest hits montage!) We started at Saltmarsh, battled the lizards, then the Sauhaugin, then did Baltron's Beacon...and on and on working up to Ravenloft, Ravenloft 2 and then Deserts of Desolation series. It never felt like a railroad. We were just easy to please and always bit the hooks. </p><p></p><p>Do current adventure paths assume this level of co-operation from the players. or are they designed with a lots of room for variations?</p></blockquote><p></p>
[QUOTE="Shadowslayer, post: 3314146, member: 8400"] I'm totally uninitiated to this fairly recent phenomenon, so I'm curious about a few things. My game store doesn't carry them, and I've never seen one to flip through it, hence the questions. I realize what an adventure path is...a sequential bunch of adventures with an overall theme that will take a game up to X level, and basically constitutes a whole campaign. My question in a nutshell, is how do they get a party from 1st to 20th without railroading anyone? How much leeway is there to be had and still stay on track? I've never been a railroad DM. My world is never cut and dried at the start of the campaign. I tend to start out with a general world-view, basic starting area, include some encounters and enough adventure to keep us going for a couple weeks, and a raft of adventure seeds. Then I write more depending on what directions the players seem to gravitate towards. Unfortunately, I don't have time for a lot of this prep these days and am finding it harder and harder to DM this way. I'm thinking of giving adventure paths or adventure chains a look. My first DM, back in the old days, always had the next string of adventures planned. (His path read like a D&D's greatest hits montage!) We started at Saltmarsh, battled the lizards, then the Sauhaugin, then did Baltron's Beacon...and on and on working up to Ravenloft, Ravenloft 2 and then Deserts of Desolation series. It never felt like a railroad. We were just easy to please and always bit the hooks. Do current adventure paths assume this level of co-operation from the players. or are they designed with a lots of room for variations? [/QUOTE]
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So, how exactly does and Adventure Path work?
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