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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="spectacle" data-source="post: 6837357" data-attributes="member: 6780410"><p>You can't really criticize the players for wanting to chase down the evil cults instead of giving them time to grow stronger either. There's a difference between allowing downtime and actually enabling downtime. It would be meta gaming for the players to assume that their enemies will just sit around and wait if they don't hunt them down ASAP. </p><p></p><p>It is in the nature of published adventures that they present the opposition as an immediate threat, since the author has no idea of who the PC's will be and what their motivations are, so you need to come up with a hook that almost everyone has a good reason to follow.</p></blockquote><p></p>
[QUOTE="spectacle, post: 6837357, member: 6780410"] You can't really criticize the players for wanting to chase down the evil cults instead of giving them time to grow stronger either. There's a difference between allowing downtime and actually enabling downtime. It would be meta gaming for the players to assume that their enemies will just sit around and wait if they don't hunt them down ASAP. It is in the nature of published adventures that they present the opposition as an immediate threat, since the author has no idea of who the PC's will be and what their motivations are, so you need to come up with a hook that almost everyone has a good reason to follow. [/QUOTE]
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Community
General Tabletop Discussion
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Why (and when) did "Adventure Paths" replace modules?
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