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Writing My First Adventure Path
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<blockquote data-quote="Quickleaf" data-source="post: 5876054" data-attributes="member: 20323"><p>I'm in the process (several years ongoing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) of writing a campaign-in-a-box, and I have several insights from my own process.</p><p></p><p>About your question for an AP to use as a template, that really depends on what your AP is about. For example, if you said it was about protecting and ruling a dngerous frontier town and that you wanted some elements of sandbox play, I would highly recommend Paizo's Kingmaker AP.</p><p></p><p>Since it sounds like this is more for our personal use, you could really experiment with different structures besides the AP. For example you could make it more of an adventure setting, or you could have the main quest on a timeline with several side quests (1 or 2 page dungeons) the PCs could pursue at their leisure.</p><p></p><p>One of the benefits of a well-crafted AP/campaign is a tightly woven plot. The best author's aide I've found so far is called Freemind - it's a mind-mapping shareware program that just rocks when you're organizing your original ideas.</p><p></p><p>I really like a dynamic game, where the PCs' actions can have unexpected impacts on the course of their adventures. To that end I am incorporating timelines and "trigger" sidebars for some out-of-the-box things that PCs might try (based on playtesting and conversations with friends). I haven't seen APs do very much of this.</p><p></p><p>If your AP has a specific genre, you might check out Neverwinter or Gloomwrought for excellent examples of how to design character themes which tie into the story/setting. ENWorld's Zeitgeist does something similar with themes.</p><p></p><p>I think you have the right idea not to lean too much on any specific AP as a template; adventure modules IMO are best served by a format unique to their content.</p><p></p><p>So maybe you can share a little more about your AP?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5876054, member: 20323"] I'm in the process (several years ongoing :) ) of writing a campaign-in-a-box, and I have several insights from my own process. About your question for an AP to use as a template, that really depends on what your AP is about. For example, if you said it was about protecting and ruling a dngerous frontier town and that you wanted some elements of sandbox play, I would highly recommend Paizo's Kingmaker AP. Since it sounds like this is more for our personal use, you could really experiment with different structures besides the AP. For example you could make it more of an adventure setting, or you could have the main quest on a timeline with several side quests (1 or 2 page dungeons) the PCs could pursue at their leisure. One of the benefits of a well-crafted AP/campaign is a tightly woven plot. The best author's aide I've found so far is called Freemind - it's a mind-mapping shareware program that just rocks when you're organizing your original ideas. I really like a dynamic game, where the PCs' actions can have unexpected impacts on the course of their adventures. To that end I am incorporating timelines and "trigger" sidebars for some out-of-the-box things that PCs might try (based on playtesting and conversations with friends). I haven't seen APs do very much of this. If your AP has a specific genre, you might check out Neverwinter or Gloomwrought for excellent examples of how to design character themes which tie into the story/setting. ENWorld's Zeitgeist does something similar with themes. I think you have the right idea not to lean too much on any specific AP as a template; adventure modules IMO are best served by a format unique to their content. So maybe you can share a little more about your AP? [/QUOTE]
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