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What would you look for in an adventure path?
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<blockquote data-quote="howandwhy99" data-source="post: 2094973" data-attributes="member: 3192"><p>Well, to start off I would not require the characters to follow the adventure path. I would prefer one that didn't have too much in the way of setting specific requirements, but did offer some unique aspects (say, a new monster invading from another dimension). Being able to run the modules out of order would be necessary too. Being able to miss or drop an adventure or two without ruining the overal storyarc would be nice. Perhaps advice on connecting the adventures non-linearly?</p><p> </p><p>I prefer a geographical and time-oriented approach. Necromancer Games has been doing this fairly well with their hardback books, and older modules tended to do it very well. To give examples, geographically each of the G1-3 adventures were nearby each other. Each could be found without the clues from one to the next. Plotwise, though, each had clues leading the party from one to the next. </p><p> </p><p>In terms of a timeline, advancing 1st-20th level is going to take some years. I would suggest working backwards from a desired end, but let the game progress forward due to consequences of the PC's actions. Events they do not influence keep your plot on track. Changes caused by the PC's means reordering the timeline of events based on the intelligence of the foes involved.</p><p> </p><p>In terms of not following a required path, I would suggest laying out adventures like the root system of a tree. Have several introductory adventures that "might" be played. Then a handful of intermediary adventures that tie into the originals. And finally end with all the clues leading to your final campaign ending adventure. Most of the paths I remember use stepped villians. Meaning behind each foe was another more insidious plot/foe. I prefer this method to the traditional "lord of the rings" one. 1st - 20th walking a ring to Mordor is a trial of patience both in and out of game.</p><p> </p><p>And I guess as a DM I would intersperse a variety of other adventures that didn't relate to the overall plot. That way the characters could always change direction out of adventure path, if they so desire. Not to mention having every challenge the PCs face leading to one single conspiracy is a bit disingenuous.</p><p> </p><p>Just my .02 cents this Monday morning. I might change my mind later.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2094973, member: 3192"] Well, to start off I would not require the characters to follow the adventure path. I would prefer one that didn't have too much in the way of setting specific requirements, but did offer some unique aspects (say, a new monster invading from another dimension). Being able to run the modules out of order would be necessary too. Being able to miss or drop an adventure or two without ruining the overal storyarc would be nice. Perhaps advice on connecting the adventures non-linearly? I prefer a geographical and time-oriented approach. Necromancer Games has been doing this fairly well with their hardback books, and older modules tended to do it very well. To give examples, geographically each of the G1-3 adventures were nearby each other. Each could be found without the clues from one to the next. Plotwise, though, each had clues leading the party from one to the next. In terms of a timeline, advancing 1st-20th level is going to take some years. I would suggest working backwards from a desired end, but let the game progress forward due to consequences of the PC's actions. Events they do not influence keep your plot on track. Changes caused by the PC's means reordering the timeline of events based on the intelligence of the foes involved. In terms of not following a required path, I would suggest laying out adventures like the root system of a tree. Have several introductory adventures that "might" be played. Then a handful of intermediary adventures that tie into the originals. And finally end with all the clues leading to your final campaign ending adventure. Most of the paths I remember use stepped villians. Meaning behind each foe was another more insidious plot/foe. I prefer this method to the traditional "lord of the rings" one. 1st - 20th walking a ring to Mordor is a trial of patience both in and out of game. And I guess as a DM I would intersperse a variety of other adventures that didn't relate to the overall plot. That way the characters could always change direction out of adventure path, if they so desire. Not to mention having every challenge the PCs face leading to one single conspiracy is a bit disingenuous. Just my .02 cents this Monday morning. I might change my mind later. [/QUOTE]
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What would you look for in an adventure path?
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