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*TTRPGs General
Which is your favorite Adventure Path?
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<blockquote data-quote="Zinovia" data-source="post: 4063799" data-attributes="member: 57373"><p>Thanks for all the insightful replies so far. I had D&D 3.5 in mind when I posted, but some of the other alternatives do sound intriguing. Our primary campaign is coming to a natural conclusion within a few months (hopefully). I am interested in taking over as GM, and wanted to start preparing in advance. Adventure Paths of various types seem like a great idea to me, since I'm better at details, and less good at overarching themes for the campaign. I really like the sound of some of them, and it helps to know which are more a string of dungeon crawls, and which have more roleplaying elements interspersed. </p><p></p><p>For instance, the Burning Sky does sound ideal for my group. From what I can tell it's got a good mix, plenty of intrigue and roleplay stuff, but we still get to roll some dice and mix it up a bit. That's what we're looking for (or at least what *I* think the players will enjoy). I'm not sure how 4E impacts that, if conversion notes will be allowed by the new GSL, and how hard it might be to transition it over. It is still undecided as to whether we're moving to 4E or not - but hope to run a playtest when the new module and pre-gen's come out. </p><p></p><p>It sounds like it's possible to end the campaign early if we don't want to play to 20, and don't want to be in charge of major aspects of the war. I'll read up on Savage Tide as well, since that one also sounds fun. Thanks again!</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4063799, member: 57373"] Thanks for all the insightful replies so far. I had D&D 3.5 in mind when I posted, but some of the other alternatives do sound intriguing. Our primary campaign is coming to a natural conclusion within a few months (hopefully). I am interested in taking over as GM, and wanted to start preparing in advance. Adventure Paths of various types seem like a great idea to me, since I'm better at details, and less good at overarching themes for the campaign. I really like the sound of some of them, and it helps to know which are more a string of dungeon crawls, and which have more roleplaying elements interspersed. For instance, the Burning Sky does sound ideal for my group. From what I can tell it's got a good mix, plenty of intrigue and roleplay stuff, but we still get to roll some dice and mix it up a bit. That's what we're looking for (or at least what *I* think the players will enjoy). I'm not sure how 4E impacts that, if conversion notes will be allowed by the new GSL, and how hard it might be to transition it over. It is still undecided as to whether we're moving to 4E or not - but hope to run a playtest when the new module and pre-gen's come out. It sounds like it's possible to end the campaign early if we don't want to play to 20, and don't want to be in charge of major aspects of the war. I'll read up on Savage Tide as well, since that one also sounds fun. Thanks again! [/QUOTE]
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