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Why (and when) did "Adventure Paths" replace modules?
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<blockquote data-quote="werecorpse" data-source="post: 6830684" data-attributes="member: 55491"><p>It could be said to have its roots in 1e or 2e with the GDQ series or DragonLance but it really took off with Paizo publishing linked 1-20 level modules in Dungeon magazine starting in the 3e period. These particular issues of the magazines were extremely popular and Paizo knew it was on a winner. In fact when Paizo lost the rights to the magazines they became solely a publisher of adventure paths. The first 3or4 paizo adventure paths are 3.5e while they waited to see what WOTC would do with 4e. When they found 4e licence and system wasn't what they wanted they created Pathfinder. Pathfinder was originally created to allow them to continue to make and sell their adventure paths.</p><p></p><p>Many of them are designed to impose a time is of the essence/save the world mentality which is not conducive to characters doing any more than taking a day or maybe weeks rest between adventures and never deviating from the mission - they are heavy on the railroad. But they often have interesting stories. We have played a few as written and now are working to tweak the storyline to give the party room to breathe. We use them as the spine to a campaign, not as the whole campaign.</p><p></p><p>Tell your DM - if they have time it's do-able.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 6830684, member: 55491"] It could be said to have its roots in 1e or 2e with the GDQ series or DragonLance but it really took off with Paizo publishing linked 1-20 level modules in Dungeon magazine starting in the 3e period. These particular issues of the magazines were extremely popular and Paizo knew it was on a winner. In fact when Paizo lost the rights to the magazines they became solely a publisher of adventure paths. The first 3or4 paizo adventure paths are 3.5e while they waited to see what WOTC would do with 4e. When they found 4e licence and system wasn't what they wanted they created Pathfinder. Pathfinder was originally created to allow them to continue to make and sell their adventure paths. Many of them are designed to impose a time is of the essence/save the world mentality which is not conducive to characters doing any more than taking a day or maybe weeks rest between adventures and never deviating from the mission - they are heavy on the railroad. But they often have interesting stories. We have played a few as written and now are working to tweak the storyline to give the party room to breathe. We use them as the spine to a campaign, not as the whole campaign. Tell your DM - if they have time it's do-able. [/QUOTE]
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Why (and when) did "Adventure Paths" replace modules?
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