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Who Actually Has Time for Bloated Adventures?
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<blockquote data-quote="payn" data-source="post: 8989235" data-attributes="member: 90374"><p>I use PDFs for quick search and reading. Again., I see them as a kit I need to read and prep before running. I suppose using the physical copies would be a nightmare so maybe that is where the complaint is coming from? The GMs I have seen get flustered are the ones that are just not prepared. </p><p></p><p>I am sure there is room for improvement, but I dont think they are anywhere close to <em>THAT BAAAAAAAD</em>. Sorry im just not in that group I think the Paizo APs are a great product. Less sure of WOTC stuff.</p><p></p><p>This is philosophical for me. I dont think a good campaign should be break open book and run easy. I think adventure modules of the type that are like advanced HeroQuest are the type of thing for this. I am glad APs are nothing like that though. </p><p></p><p>Three choices at every fork and yet easy peasy to run with little prep? I think these things are contradictory by nature. Old school modules didnt really give much choice about where or why to adventure, the choices came up when you got to the neon signed dungeon to explore. It's easier to run because its all just skill play and all the story stuff is left out. It's a totally valid style of play, and again, one I think is underserved. I do not believe this style is the realm of APs.</p></blockquote><p></p>
[QUOTE="payn, post: 8989235, member: 90374"] I use PDFs for quick search and reading. Again., I see them as a kit I need to read and prep before running. I suppose using the physical copies would be a nightmare so maybe that is where the complaint is coming from? The GMs I have seen get flustered are the ones that are just not prepared. I am sure there is room for improvement, but I dont think they are anywhere close to [I]THAT BAAAAAAAD[/I]. Sorry im just not in that group I think the Paizo APs are a great product. Less sure of WOTC stuff. This is philosophical for me. I dont think a good campaign should be break open book and run easy. I think adventure modules of the type that are like advanced HeroQuest are the type of thing for this. I am glad APs are nothing like that though. Three choices at every fork and yet easy peasy to run with little prep? I think these things are contradictory by nature. Old school modules didnt really give much choice about where or why to adventure, the choices came up when you got to the neon signed dungeon to explore. It's easier to run because its all just skill play and all the story stuff is left out. It's a totally valid style of play, and again, one I think is underserved. I do not believe this style is the realm of APs. [/QUOTE]
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