Pathfinder 1E What Makes Paizo Adventures the Best?

Pour

First Post
I don't think I'm alone in my belief Paizo makes the best adventures and especially adventure paths. Between Pathfinder and their work on the old Dungeon Magazine, they truly rose the bar and inspired me personally to up my game. But I don't pretend to be nearly as well-versed in Paizo adventures as many on these boards.

So I'm curious what exactly makes Paizo's adventures and paths the best in your eyes? I think by exploring their great strengths, we can all make our personal adventures better.
 

log in or register to remove this ad



Oh great, now I angered a big fish...

I really don't mean any insult with the question. I admit I haven't read WotBS and realize now I might need to edit my question, possibly put it into the General Forums even.

I guess I meant to ask something along the lines of, "What are the best elements of professional adventures and paths that we can take away for our own games? How can we use them to get better? And what specifically have you taken away from published adventures in order to improve your game?"
 

Oh great, now I angered a big fish...

I really don't mean any insult with the question. I admit I haven't read WotBS and realize now I might need to edit my question, possibly put it into the General Forums even.

I guess I meant to ask something along the lines of, "What are the best elements of professional adventures and paths that we can take away for our own games? How can we use them to get better? And what specifically have you taken away from published adventures in order to improve your game?"

lol, I'm sure you're fine. Notice Russ's winky smiley.

What Paizo has done a great job of is making sure they fire on all cylinders: interesting plot, interesting challenges, interesting characters, and interesting locations.

I can imagine them having four check boxes for every adventure, and taht they keep brainstorming until all four boxes are checked. Some authors tend to hew more to interesting challenges and locations, others go for characters and plot. When all four are original and compelling, well then you've got a great adventure.

Now I played a bit of Savage Tide and have read the more recent APs in order to mine inspiration, so I don't have tons of play experience to see if the following critique actually shows up in game. But for my tastes, early Paizo adventures, indeed most published adventures, have more filler combats than I would put in my games.

I recall with some remorse the thieves' headquarters at the end of the first Savage Tide adventure, which was a bit sprawling, and didn't have a driving tempo that I could see. The villains were cool, the overall idea of a half-flooded pirate-esque thieves guild was great, but the challenge came in the form of many small encounters, rather than making a few more dynamic encounters that require more than simply hacking at your opponents.

Recent Paizo offerings, though, have had much less of that, which I think is good. Most every combat now has a narrative purpose, instead of just being there to get the PCs experience points. For a storytelling-oriented DM like me, that's golden.
 

Oh great, now I angered a big fish...

I really don't mean any insult with the question.

Hah! It was meant to come across as light-hearted ribbing.

Although I do think WotBS is the best AP out there. I am, of course, biased! :)
 

I don't think I'm alone in my belief Paizo makes the best adventures and especially adventure paths. Between Pathfinder and their work on the old Dungeon Magazine, they truly rose the bar and inspired me personally to up my game. But I don't pretend to be nearly as well-versed in Paizo adventures as many on these boards.

So I'm curious what exactly makes Paizo's adventures and paths the best in your eyes? I think by exploring their great strengths, we can all make our personal adventures better.

Superior quality of editing (editing as in layouting stuff for publication). It's almost at unapproachable level.

Coordination of information within stablocks... suffice to say, that Paizo's statblocks are very well prepared (there are odd errors from time to time, but that's just an exception, easily missed at that).

The art was already mentioned.

Writing quality is pretty high - I've had several minor gripes with Legacy of Fire assumptions (like ultra powerful guys with ability to cast Wishes who prefer twiddle their thumbs for thousand years or gnolls who suddenly organize themselves into terrorist cells - note emphasis on suddenly - and gain miraculous ability to predict character movements).
But that's ok - you can always invent your own explanations.

Regards,
Ruemere
 

Hehe well that is a relief.

So while I have your attention, what do you feel are the best elements of WotBS that we can emulate to create our own adventure paths and generally better our games?
 


Hehe well that is a relief.

So while I have your attention, what do you feel are the best elements of WotBS that we can emulate to create our own adventure paths and generally better our games?

Very few dungeon crawls, lots of deep, colourful NPCs who are integral to the plot the whole way through, varying adventure types, fantastic ideas and set-pieces, moral decisions, a tight cohesive and engaging storyline, fantastic locations. :)
 

Remove ads

Top