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What separates a sandbox adventure from an AP?
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<blockquote data-quote="Staffan" data-source="post: 6553451" data-attributes="member: 907"><p>Come to think of it, I think one of the reasons 1e and 2e didn't have adventure paths is simple: they were too slow.</p><p></p><p>I mean, 3e started with a very loose adventure path right out the gate, with the adventures starting with the Sunless Citadel and ending with Bastion of Broken Souls. That's a series of eight adventures of 32 pages each (the two last were 48 pages, so a total of 288 pages) bringing characters from level 1 all the way to level 18+, though the connections between adventures are tenuous.</p><p></p><p>On the other hand, my favorite adventure ever was Dragon's Crown for Dark Sun, also 288 pages long, intended for 10th to 13th level characters. Note: that's not "start at 10th and go to 13th level over the adventure." No, you'd start the adventure somewhere in between those two levels. At the end, you might have gained a level or two. So the same amount of adventure that brings a 3e party from 1st to 18th level brings an AD&D party from 10th to 12th, or so.</p><p></p><p>So, in AD&D something big enough to last for a whole adventuring career was basically impossible to make, because of the slow leveling speed. The only thing that came close was Night Below, and that "accelerated" things by dropping tons and tons of treasure and recommending using the XP-for-treasure rule that the DMG severely admonished against using. But in 3e and Pathfinder, PCs basically expect to level up multiple times during a single 64-page adventure.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6553451, member: 907"] Come to think of it, I think one of the reasons 1e and 2e didn't have adventure paths is simple: they were too slow. I mean, 3e started with a very loose adventure path right out the gate, with the adventures starting with the Sunless Citadel and ending with Bastion of Broken Souls. That's a series of eight adventures of 32 pages each (the two last were 48 pages, so a total of 288 pages) bringing characters from level 1 all the way to level 18+, though the connections between adventures are tenuous. On the other hand, my favorite adventure ever was Dragon's Crown for Dark Sun, also 288 pages long, intended for 10th to 13th level characters. Note: that's not "start at 10th and go to 13th level over the adventure." No, you'd start the adventure somewhere in between those two levels. At the end, you might have gained a level or two. So the same amount of adventure that brings a 3e party from 1st to 18th level brings an AD&D party from 10th to 12th, or so. So, in AD&D something big enough to last for a whole adventuring career was basically impossible to make, because of the slow leveling speed. The only thing that came close was Night Below, and that "accelerated" things by dropping tons and tons of treasure and recommending using the XP-for-treasure rule that the DMG severely admonished against using. But in 3e and Pathfinder, PCs basically expect to level up multiple times during a single 64-page adventure. [/QUOTE]
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What separates a sandbox adventure from an AP?
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