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General Tabletop Discussion
*Dungeons & Dragons
Why (and when) did "Adventure Paths" replace modules?
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<blockquote data-quote="Jester David" data-source="post: 6831725" data-attributes="member: 37579"><p>Just because something is home brewed doesn't mean it's not firmly on the rails. Many, many DMs firmly adhere to a planned storyline.</p><p>Heck, just the assumption of a beginning, middle, and end implies a narrative that requires the structure of rails. </p><p></p><p>Funny thing... </p><p>Because they cannot make assumptions of what the players will do, published APs often have side details (such as NPC backgrounds and dungeon details) that wouldn't normally exist because the DM is just writing for their party and might not expand beyond the small box they're seeing. Because all the details are there, it's easier for many DMs to react to the players, as they don't need to make things up when the unexpected happens. </p><p></p><p></p><p>You may not be trying, but you're doing a bang up job. </p><p></p><p>APs are not home brew campaigns. But the experiences at the table are just as real and just as memorable. Just because the DM didn't pull the adventure out of their butt the day before play doesn't make the actions of the PCs or the story being told any less interesting. </p><p>I've run three APs in the last five years: two from Paizo and the MWP update of Dragonlance, and each one still gets talked about. </p><p></p><p>There's lots of reasons to run an AP. Just like there's lots of reasons to run any of the published modules that D&D has been cranking out since 1976. Not everyone feels comfortable with their adventure designing skill, not everyone has the time to plan a campaign, and sometimes different ideas are nice and inspire you towards different directions. Published adventures do different things and go in different directions than you might plan. And sometimes a story just sounds cool.</p><p></p><p>One of the strongest and most interesting things about RPGs is that not everyone plays the same. That everyone makes the game their own.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6831725, member: 37579"] Just because something is home brewed doesn't mean it's not firmly on the rails. Many, many DMs firmly adhere to a planned storyline. Heck, just the assumption of a beginning, middle, and end implies a narrative that requires the structure of rails. Funny thing... Because they cannot make assumptions of what the players will do, published APs often have side details (such as NPC backgrounds and dungeon details) that wouldn't normally exist because the DM is just writing for their party and might not expand beyond the small box they're seeing. Because all the details are there, it's easier for many DMs to react to the players, as they don't need to make things up when the unexpected happens. You may not be trying, but you're doing a bang up job. APs are not home brew campaigns. But the experiences at the table are just as real and just as memorable. Just because the DM didn't pull the adventure out of their butt the day before play doesn't make the actions of the PCs or the story being told any less interesting. I've run three APs in the last five years: two from Paizo and the MWP update of Dragonlance, and each one still gets talked about. There's lots of reasons to run an AP. Just like there's lots of reasons to run any of the published modules that D&D has been cranking out since 1976. Not everyone feels comfortable with their adventure designing skill, not everyone has the time to plan a campaign, and sometimes different ideas are nice and inspire you towards different directions. Published adventures do different things and go in different directions than you might plan. And sometimes a story just sounds cool. One of the strongest and most interesting things about RPGs is that not everyone plays the same. That everyone makes the game their own. [/QUOTE]
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Why (and when) did "Adventure Paths" replace modules?
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