GwydapLlew
First Post
These are all good points to make, and none of them can really be avoided with a published adventure series. The point of an AP, after all, is to provide a series of linked adventures telling a story. I won't derail the thread by going into my personal thoughts on 'railroading,' but there has been mention of fleshing out the campaign.
You need to do this.
It's really that simple. You can run any of the APs without modifications, but as with all published adventures, they really shine when tweaked to fit the campaign you are running.
For example, in my SCAP, I added in Red Hand of Doom simply because my party has a bugbear in it, and the player is interested in building up rapport with the tribes in the area. If you don't do this, then many players will feel a fundamental disconnect.
That being said, there's absolutely nothing wrong with running the AP 'as is;' it's not a rule of the universe that everything has to fit perfectly - one doesn't need an undead-hating cleric in the AoW, but it does help.
You need to do this.
It's really that simple. You can run any of the APs without modifications, but as with all published adventures, they really shine when tweaked to fit the campaign you are running.
For example, in my SCAP, I added in Red Hand of Doom simply because my party has a bugbear in it, and the player is interested in building up rapport with the tribes in the area. If you don't do this, then many players will feel a fundamental disconnect.
That being said, there's absolutely nothing wrong with running the AP 'as is;' it's not a rule of the universe that everything has to fit perfectly - one doesn't need an undead-hating cleric in the AoW, but it does help.