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Which is your favorite Adventure Path?
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<blockquote data-quote="Psion" data-source="post: 4063480" data-attributes="member: 172"><p>That's (almost) the opposite of my take.</p><p></p><p>I liked 1, but really didn't like 2 and 3.</p><p></p><p>I thought 4 was awesome, and 5 and 6 really good. I thought about running just 4-6 as a shortened adventure path.</p><p></p><p>My general comments about other adventure paths:</p><ul> <li data-xf-list-type="ul"><strong>Rise of the Runelords</strong> - I like the innovation; it's like tapping into third party products let Paizo stretch its wings. As mentioned, I don't like the theme of 2 and 3, but 4 and on are really good.</li> <li data-xf-list-type="ul"><strong>Shackled City</strong> - Good. Along with Age of Worms, one of the most dungeon oriented. The city setting is probably the most emphasized here, though. The players should not treat everything as if it is going to be fought, or they will die (which I consider a plus.) Definitely, get the hardcover over the magazines; it adds and adventure and supplemental material, and reworks some aspects of some adventures.</li> <li data-xf-list-type="ul"><strong>Age of Worms</strong> - Has a cool, creepy mood, but very deadly and very reliant on the party banking on a lot of protection magic.</li> <li data-xf-list-type="ul"><strong>Savage Tides</strong> - Of the dungeon APs, has the most non-traditional play. Sure, there's a few dungeons, but there's also seafaring, wilderness jaunts, piracy, and organizing forces for mass combats. I like the variety.</li> <li data-xf-list-type="ul"><strong>Slavelords of Cydonia</strong> Really cool, with the added bonus of being usable with D20 Modern or other D20 games. Politics, armies on the move, planetary romance setting that departs from strict D&D tropes.</li> <li data-xf-list-type="ul"><strong>War of the Burning Sky</strong> Another cool one with a very open plotline and flexible entry and exit points, and posits the cool scenario "what would mass war on a fantasy world be like." However, there are still a few adventures left that ENPublishing needs to get out.</li> </ul><p></p><p>One downside for me of most of these is the 1-20 level format, which is a bit long for me. I like somewhat shorter adventure series, like Necromancer Games' <strong>Shades of Gray</strong> (which runs from 1-12).</p><p></p><p><strong>Ptolus</strong> also has an inline set of adventures running from 1-20, but I am not familiar with all of those and I was sort of disappointed with <strong>Night of Dissolution</strong>. <strong>Banewarrens</strong> is excellent, though.</p><p></p><p>Then there's the megadungeons, like <strong>Worlds Largest Dungeon</strong> (has some good sections, but some of the founding assumptions need to be waved off though), and <strong>Rappan Athuk Releoaded</strong> (which is more a 4-death path than 1-20 path. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p></blockquote><p></p>
[QUOTE="Psion, post: 4063480, member: 172"] That's (almost) the opposite of my take. I liked 1, but really didn't like 2 and 3. I thought 4 was awesome, and 5 and 6 really good. I thought about running just 4-6 as a shortened adventure path. My general comments about other adventure paths: [list] [*][b]Rise of the Runelords[/b] - I like the innovation; it's like tapping into third party products let Paizo stretch its wings. As mentioned, I don't like the theme of 2 and 3, but 4 and on are really good. [*][b]Shackled City[/b] - Good. Along with Age of Worms, one of the most dungeon oriented. The city setting is probably the most emphasized here, though. The players should not treat everything as if it is going to be fought, or they will die (which I consider a plus.) Definitely, get the hardcover over the magazines; it adds and adventure and supplemental material, and reworks some aspects of some adventures. [*][b]Age of Worms[/b] - Has a cool, creepy mood, but very deadly and very reliant on the party banking on a lot of protection magic. [*][b]Savage Tides[/b] - Of the dungeon APs, has the most non-traditional play. Sure, there's a few dungeons, but there's also seafaring, wilderness jaunts, piracy, and organizing forces for mass combats. I like the variety. [*][b]Slavelords of Cydonia[/b] Really cool, with the added bonus of being usable with D20 Modern or other D20 games. Politics, armies on the move, planetary romance setting that departs from strict D&D tropes. [*][b]War of the Burning Sky[/b] Another cool one with a very open plotline and flexible entry and exit points, and posits the cool scenario "what would mass war on a fantasy world be like." However, there are still a few adventures left that ENPublishing needs to get out. [/list] One downside for me of most of these is the 1-20 level format, which is a bit long for me. I like somewhat shorter adventure series, like Necromancer Games' [b]Shades of Gray[/b] (which runs from 1-12). [b]Ptolus[/b] also has an inline set of adventures running from 1-20, but I am not familiar with all of those and I was sort of disappointed with [b]Night of Dissolution[/b]. [b]Banewarrens[/b] is excellent, though. Then there's the megadungeons, like [b]Worlds Largest Dungeon[/b] (has some good sections, but some of the founding assumptions need to be waved off though), and [b]Rappan Athuk Releoaded[/b] (which is more a 4-death path than 1-20 path. ;) ) [/QUOTE]
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