Spoiler free Adventure Path recommendations?

Kingmaker's not yet out... but I'm about to start work on developing part 3, and I'm REALLY pleased with how it's turning out. It's pretty different from our normal model for adventure paths, so I'm eager to see how folks react to it. In a nutshell, Kingmaker is our response to the claim that Paizo Adventure Paths are too linear and not sandboxy enough. The fact that PCs build and run their own kingdom and cities should be pretty interesting as well...

That sounds intriguing, as I'm looking to start a new campaign in the coming months and was hoping to make it a bit more open-ended than the last one (which was kind of open-ended in the beginning, but once they learned about the prophecy, it kind of fixed them on the end point even if they had different options of how to get them there...)
 

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Kingmaker's not yet out... but I'm about to start work on developing part 3, and I'm REALLY pleased with how it's turning out. It's pretty different from our normal model for adventure paths, so I'm eager to see how folks react to it. In a nutshell, Kingmaker is our response to the claim that Paizo Adventure Paths are too linear and not sandboxy enough. The fact that PCs build and run their own kingdom and cities should be pretty interesting as well...

Y'know, people _say_ they want sandbox but, IMO, the vast majority of them really don't. I've rarely heard about sandbox campaigns that work and never for a term longer than a year or so. I think players just want a linear story that feels sandboxy but really isn't. Pathfinder APs reliably deliver on that.

A DM should take the AP and mold it to her players based on their backstory and their actions in game. When you're done playing, you should be able to read the original AP and be surprised at how much was changed.

So, anything that makes it easier for the DM to do that is a good thing (TM). I recall back in the Dungeon mag days that players in the Savage Tide adventure path could choose a heroic path or a somewhat-villainous path. Choices like that, that change the nature of the story without changing it's core plot, are a good way to accomplish that.

But that doesn't mean Kingmaker won't be awesome if it does something different. In fact, I'd be surprised if it was anything less than exceptional.


:AMN:
 

Y'know, people _say_ they want sandbox but, IMO, the vast majority of them really don't. I've rarely heard about sandbox campaigns that work and never for a term longer than a year or so. I think players just want a linear story that feels sandboxy but really isn't. (snip)

I like to create the illusion of choice. Most of my players over the years have felt that any campaign that I ran was a sandbox but I simply created the illusion of choice, inspired by Henry Ford's adage, "You can have an colour you like as long as its black."

That said, Kingmaker sounds like a great idea for an adventure path. I'm really looking forward to it.
 

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