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General Tabletop Discussion
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Why (and when) did "Adventure Paths" replace modules?
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<blockquote data-quote="JonnyP71" data-source="post: 6830991" data-attributes="member: 6788862"><p>The problem comes when 'more bang' becomes an 'arduous slog'. Especially when the current style of adventure presentation requires so much preparation from the DM, with maps buried in amongst the text, and monster stats all at the back of the book turning it into an exercise in page turning.</p><p></p><p>I have in front of me one of the best 1E modules, both in terms of layout and adventure quality. UK4 - When a Star Falls. 2 loose card covers containing all the adventure maps (more than 10 of them), and a 32 page booklet detailing 4 major encounter areas, plus a couple of side areas and other encounters, a description of the plot, and a couple of new creatures. This adventure would likely take a group 15-20 hours to complete. The story is solid. The text is concise and well presented (bold highlighting of key items and monsters). The maps are neat and well detailed. All the monsters most important stats are within each location description. It would take a DM a couple of hours to get ready for play at most - it's so easy to use! </p><p></p><p>UK4 is a lesson in how to produce a robust, well plotted adventure, and everything a DM needs to run it with an absolute minimum of fuss. And it was published...... 32 years ago.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 6830991, member: 6788862"] The problem comes when 'more bang' becomes an 'arduous slog'. Especially when the current style of adventure presentation requires so much preparation from the DM, with maps buried in amongst the text, and monster stats all at the back of the book turning it into an exercise in page turning. I have in front of me one of the best 1E modules, both in terms of layout and adventure quality. UK4 - When a Star Falls. 2 loose card covers containing all the adventure maps (more than 10 of them), and a 32 page booklet detailing 4 major encounter areas, plus a couple of side areas and other encounters, a description of the plot, and a couple of new creatures. This adventure would likely take a group 15-20 hours to complete. The story is solid. The text is concise and well presented (bold highlighting of key items and monsters). The maps are neat and well detailed. All the monsters most important stats are within each location description. It would take a DM a couple of hours to get ready for play at most - it's so easy to use! UK4 is a lesson in how to produce a robust, well plotted adventure, and everything a DM needs to run it with an absolute minimum of fuss. And it was published...... 32 years ago. [/QUOTE]
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Why (and when) did "Adventure Paths" replace modules?
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