Vyvyan Basterd
Adventurer
I like all of the options in the poll, some to more degrees than others in my gaming career.
I currently prefer Adventure Paths. I like them for many of the reasons Traveon Wyvernspur lists as likes for Mega-Adventures. Epic? Check. Plenty of world events that can shake the very foundations of what everything is built upon? Check.
I don't find them constraining. Nothing NEEDS to happen to keep the campaign going. Good APs give hooks and advice for going off the path. And I rely on the same resources TW would (short adventures) when the party explores other options.
What the framework of a good AP gives me is motivations and machinations of the NPCs of the world. If the party does not explore the path as the author expected, then I adapt the story appropriately. I imagine a poorly written AP could lead to "do this or the world goes boom," but I wouldn't run such an AP without heavy modification. The results of the party not reacting as expected to part of the pre-written path depends upin what they did instead and how that effects the overarching plots of the villains.
My group once loved a string of short-ish adventures. Mostly in the form of 1E adventure modules. We pretty much played each as we could get our hands on them as a one-shot with whatever characters we had of appropriate level. If we had a steady stream of adventures as fun as those we could conceivably do this again.
We also once loved mega-site adventures. We even had a run of nostalgia and tried playing WLD again recently. I don't know if it's that particular mega-site, but it bacame too much of the same thing. Return to the Temple of Elemental Evil suffered the same issue after a while. Undermountain was just too unfinished for our tastes. The last one we definitely had fun with was Ruins of Greyhawk. We never finished it, but we did get pretty far.
I currently prefer Adventure Paths. I like them for many of the reasons Traveon Wyvernspur lists as likes for Mega-Adventures. Epic? Check. Plenty of world events that can shake the very foundations of what everything is built upon? Check.
I don't find them constraining. Nothing NEEDS to happen to keep the campaign going. Good APs give hooks and advice for going off the path. And I rely on the same resources TW would (short adventures) when the party explores other options.
What the framework of a good AP gives me is motivations and machinations of the NPCs of the world. If the party does not explore the path as the author expected, then I adapt the story appropriately. I imagine a poorly written AP could lead to "do this or the world goes boom," but I wouldn't run such an AP without heavy modification. The results of the party not reacting as expected to part of the pre-written path depends upin what they did instead and how that effects the overarching plots of the villains.
My group once loved a string of short-ish adventures. Mostly in the form of 1E adventure modules. We pretty much played each as we could get our hands on them as a one-shot with whatever characters we had of appropriate level. If we had a steady stream of adventures as fun as those we could conceivably do this again.
We also once loved mega-site adventures. We even had a run of nostalgia and tried playing WLD again recently. I don't know if it's that particular mega-site, but it bacame too much of the same thing. Return to the Temple of Elemental Evil suffered the same issue after a while. Undermountain was just too unfinished for our tastes. The last one we definitely had fun with was Ruins of Greyhawk. We never finished it, but we did get pretty far.