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General Tabletop Discussion
*TTRPGs General
So, how exactly does and Adventure Path work?
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<blockquote data-quote="Steel_Wind" data-source="post: 3314421" data-attributes="member: 20741"><p>An Adventure Path - any AP - requires a certain amont of rail-roading and active cooperation of the players to ignore the man behind the curtain to ensure that the PCs proceed along the campaign, in the general direction that is intended.</p><p></p><p>To some players and DMS, this is not a big issue. To some others, this is anathema. Guaging where you and your players fit along that spectrum is essential to your determination to run (or not run) an AP.</p><p></p><p>The Paizo APs are, after all, pre-set campaigns, from 1st to 20th (21st, even) level. It is a significant time commitment.</p><p></p><p>That does not mean that DM cannot go off script and accommodate new player ideas or modify the campaign to the DMs liking; however, if your group's gaming style is pure improvisation, you are not going to be happy with running a pre-canned module, let alone something as complex as a 650 page AP.</p><p></p><p>I know of players that are so opposed to "pre-set modules" that they will actively try to break an adventure the moment they determine that they are playing in one. There is no point debating if this is rational or not and which play style is "better" than the other. </p><p></p><p>It is what it is.</p><p></p><p>Suffice to say that there are some play styles that simply do not mix well at all no matter how hard you try. It is up to the DM to determine what works best for their own campaign and choose accordingly.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3314421, member: 20741"] An Adventure Path - any AP - requires a certain amont of rail-roading and active cooperation of the players to ignore the man behind the curtain to ensure that the PCs proceed along the campaign, in the general direction that is intended. To some players and DMS, this is not a big issue. To some others, this is anathema. Guaging where you and your players fit along that spectrum is essential to your determination to run (or not run) an AP. The Paizo APs are, after all, pre-set campaigns, from 1st to 20th (21st, even) level. It is a significant time commitment. That does not mean that DM cannot go off script and accommodate new player ideas or modify the campaign to the DMs liking; however, if your group's gaming style is pure improvisation, you are not going to be happy with running a pre-canned module, let alone something as complex as a 650 page AP. I know of players that are so opposed to "pre-set modules" that they will actively try to break an adventure the moment they determine that they are playing in one. There is no point debating if this is rational or not and which play style is "better" than the other. It is what it is. Suffice to say that there are some play styles that simply do not mix well at all no matter how hard you try. It is up to the DM to determine what works best for their own campaign and choose accordingly. [/QUOTE]
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So, how exactly does and Adventure Path work?
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