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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="Olaf the Stout" data-source="post: 6837963" data-attributes="member: 13703"><p>I did say that and I do think it’s wired into the campaigns. If the PCs know there is an evil cult working to achieve some great evil (which many APs are) and the party have a lead on where to go next, what do you think is likely to happen next?</p><p></p><p>Option A – The PCs chase down that lead</p><p>Option B – The PCs take a month off to relax, train, enjoy the spoils of the campaign so far, etc.</p><p></p><p>To me, if the AP does not specifically build in time breaks into the campaign, you need to expect that the players won’t stop chasing down the evil guys until they’ve defeated them.</p><p></p><p>It is possible to build those breaks in, but most APs don’t seem to have them.</p><p></p><p>For example, the PC know the cult needs to go to location X and get item Y. However location X is only accessible when the first rays of sunlight of the day of winter solstice hits the mountain top. The winter solstice is 4 months away, so the PCs know the cult can’t do anything until that point in time. It also gives them a lead, but one that they can’t really follow up on straight away (since the cult won’t be at location X now, but they will definitely be there in 4 months time).</p><p></p><p>Without that, you're basically relying on meta-gaming between the players and the DM to extend the timeframe of the campaign out (which is a valid option, but can break the in-game immersion a little).</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6837963, member: 13703"] I did say that and I do think it’s wired into the campaigns. If the PCs know there is an evil cult working to achieve some great evil (which many APs are) and the party have a lead on where to go next, what do you think is likely to happen next? Option A – The PCs chase down that lead Option B – The PCs take a month off to relax, train, enjoy the spoils of the campaign so far, etc. To me, if the AP does not specifically build in time breaks into the campaign, you need to expect that the players won’t stop chasing down the evil guys until they’ve defeated them. It is possible to build those breaks in, but most APs don’t seem to have them. For example, the PC know the cult needs to go to location X and get item Y. However location X is only accessible when the first rays of sunlight of the day of winter solstice hits the mountain top. The winter solstice is 4 months away, so the PCs know the cult can’t do anything until that point in time. It also gives them a lead, but one that they can’t really follow up on straight away (since the cult won’t be at location X now, but they will definitely be there in 4 months time). Without that, you're basically relying on meta-gaming between the players and the DM to extend the timeframe of the campaign out (which is a valid option, but can break the in-game immersion a little). [/QUOTE]
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Why (and when) did "Adventure Paths" replace modules?
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