What do you want to see in the fourth Adventure Path?

takasi said:
Wow, I'm surprised by this response. I love the fact that they go from 1st to 20th.

Overall, I agree. However, this is now the third AP to go from 1-20. I'd like to see the next one change it up a little.


Simplicity said:
How about an adventure path with an "ending" at 12th level, and a "overtime mode" that goes up to 20th? That satisfies everyone... other than those people who don't want space in Dungeon wasted on high level adventures. But admit it, Dungeon has to publish some high level adventures anyways... so they might as well be AP.

That's an excellent idea. Let those who want to stop at 12 have that option.
 
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glass said:
While I think it would be cool to see and extended arc that went 1-12, or whatever, it wouldn't really be an AP. An Adventure Path is 1-20 (or thereabouts) pretty much by definition.


glass.


Based on what? The only reason an AP is "by definition" levels 1-20 is because the first three have been done this way. Let's change things up a little. Try something different.

I don't want this to come across as me being not satisified with what Paizo is doing because I'm not. I love the AP concept. I'd like something a little different next time. Just once?
 

Ghendar said:
Based on what? The only reason an AP is "by definition" levels 1-20 is because the first three have been done this way. Let's change things up a little. Try something different.
It's four, but apart from that, exactly. Adventure Path has an established meaning; established by its repeated usage in recent years.

Ghendar said:
I don't want this to come across as me being not satisified with what Paizo is doing because I'm not. I love the AP concept. I'd like something a little different next time. Just once?
I am all for them 'trying something a little different', but if it is something different, it is not an AP is it?


glass.
 

Agamon said:
Rod of Seven Parts would make an interesting focus to AP4.

I agree with the 1-12 AP. Certainly no epic stuff. And no more demons, please. Or outsiders/elementals period. Something more intrigue/political/human(oid)ocentric would be cool. And keep up the cool blasts from the past. Something Slaver oriented would be cool, too.


the wind dukes and the chaos lords and all included would certainly make Erik's day. iirc, he wrote a lot of the stuff about them.
 

glass said:
It's four, but apart from that, exactly. Adventure Path has an established meaning; established by its repeated usage in recent years.

I am all for them 'trying something a little different', but if it is something different, it is not an AP is it?


glass.

I think you're being far too anal but whatever floats your boat. I see no reason why an AP has to be arbitrarily 1-20 just because they've all been that way up to this point.

Just because "we've always done it that way" is no excuse for anything, imo. Not trying to start a big argument, just voicing my views.
 

Eosin the Red said:
I'd like to see an AP that played out like an Arthurian campaign. Rise and fall of a kingdom, wars and rumors of wars. Violence and betrayal. Barring that something like the slave lords would still make me drool. Just stay away from the gods, demons, devils, planes, and epic levels. I guess you could sum it up with "traditional fantasy."
Mouseferatu said:
You know, something else I'd like to see...

An AP where there's often lots of downtime--possibly months, in many cases--between some of the adventures.

While I've long since accepted it as an aspect of D&D, it occasionally seems weird to me that a 21-year-old newbie can become an archmage greater than those who have studied for 80 years, by adventuring for a year or so.

Plus, this might actually encourage people to take Item Creation feats.

I like this idea. -The PCs are the bodyguard of a young prince and they help him to seize power, to protect his reign, and eventually to bury him and carry out his legacy. Works just as good with a princess (and you can add a unicorn).

Yes, virtually the same thing as Pendragon's The Boy King yet with a D&D spin.
 


*compares comments to notes for upcoming E.N. Publishing product*

War as a backdrop? Non-outsider villains? Political adventures? Psionics and vast distances to travel? Multiple competing villains?

Okay, I've got those bases covered. Good starting point, I hope. Of course personally I was planning to go level 4-17. But this thread has me in a good mood.

. . . I still need some writers to help out, though. Can't expect me and Morrus to write 12 adventures ourselves, can you?
 
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Mouseferatu said:
You know, something else I'd like to see...

An AP where there's often lots of downtime--possibly months, in many cases--between some of the adventures.

While I've long since accepted it as an aspect of D&D, it occasionally seems weird to me that a 21-year-old newbie can become an archmage greater than those who have studied for 80 years, by adventuring for a year or so. ;)

This is something I want to do with a campaign at some point - you have to plan it out ahead of tiem to make it work, and get the PC's on board. I've had the same exact thoughts about age and advancement.
 

I'd like to see the ultimate BBEG not be some indecipherable villain carved from the raw stuff of evil, oozing with extraplanar power and unsympathetic badassery.

For a change I'd like to have the bad guy be a person. A very smart, very cool, very ambitious person, but a person nonetheless. One with motivations that make sense beyond just "1) be evil, 2) gain ultimate power, 3) pick up dry cleaning". An enemy you can actually understand and relate to, despite the fact that they're the badguy.

And yeah, like others have said, I'd love to see a set that tops out somewhere around 14 or so, and that involves politics, intrigue, and savvy. I want to see reprocussions that echo far beyond just the PCs and what they touch. I want to see nations go to war if things happen in a certain way. I want to see a plague sweep the land if the PCs fail to stop the badguys in time, and I want to see that plague flood cities with refugees, kill entire villages, and shift the balance of power. I want my stakes higher without it having anything to do with the CR of a fight, and I want it in terms that I can't divorce mentally because they're too big or too vague.

I agree.

I'd like to see the option to end or take the campaign in a different (or just custom) direction around 12 or 14.

I'd like a war to be the central event of the campaign. The problems leading up to it and the actual war. The missions the characters could go on would be many and varied, and could easily be forked, letting in some variation.

I'd love to see an interesting setting (I'd prefer desert, and the Desert of Desolation modules could be referenced).
 

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