What Makes a Good Adventure Path?

General questions, debates, and rants about RPGs

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Voss
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Post by Voss »

shadzar wrote:what exactly IS an adventure path? is it just a se4ries of plot hooks connected to an over-arching plot or mega adventure?
Its a module series, like some of the old TSR ones. Except with a longer level range (most are intended as a full campaign), and not originally made for tournament play, like say the Slavelords series.

Sort of like what the Temple of Elemental Evil/Against the Giants/Drow series ended up evolving into, but with varying levels of Gygaxian bullshit, depending on the author of any particular AP.
Last edited by Voss on Tue Oct 23, 2012 11:35 pm, edited 1 time in total.
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rasmuswagner
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Post by rasmuswagner »

Paizo loooves them some minigames. Also, boy howdy do they suck at making minigames.

Kingmaker, predictably, is full of terrible minigames. And yes, the level 11 or 13 group is supposed to give multiple fucks about an "army" of a thousand (or maybe it was 100) trolls marching towards their kingdom with no fliers or serious caster support.
And yeah, book 6 is all "did you cast Speak with Dead on the random unicorn corpse back in book 1? Cause that's all the foreshadowing you're gonna get, bitches!".

I have Jade Regent on the shelf. Considering Kingmaker, and how the Chase rules give me Hitler Aids, I just can't engage with that stupid caravan shit.

I'm currently playing in Rise of the Runelords. I'm a level 11 something-that's-not-a-caster, so I get to suck cock and wait to roll initiative. But the AP is mostly fun, I don't actively hate the NPCs.

Shackled City and Age of Worms were great.

The first third of Serpents Skull are great. Then you get to Serpent City, and the minigames start again; you're supposed to care about forming alliances with assholes that you could turn into corpse piles without breaking a sweat, and what the level 2 commoners are doing back at the camp is supposed to matter to your level 10 ass. Also, the entire party dies in the beginning of book 3.
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echoVanguard
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Post by echoVanguard »

hogarth wrote: Kingmaker...-The system for running the country is okay at best, with a variety of loopholes (e.g. investing all of your taxes in magic item shops).
Has there ever been a good system for this sort of thing? I've never even heard faint praise for any system's Economics/Governance minigames.

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virgil
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Post by virgil »

rasmuswagner wrote:Kingmaker, predictably, is full of terrible minigames. And yes, the level 11 or 13 group is supposed to give multiple fucks about an "army" of a thousand (or maybe it was 100) trolls marching towards their kingdom with no fliers or serious caster support.
And yeah, book 6 is all "did you cast Speak with Dead on the random unicorn corpse back in book 1? Cause that's all the foreshadowing you're gonna get, bitches!".

I have Jade Regent on the shelf. Considering Kingmaker, and how the Chase rules give me Hitler Aids, I just can't engage with that stupid caravan shit.

I'm currently playing in Rise of the Runelords. I'm a level 11 something-that's-not-a-caster, so I get to suck cock and wait to roll initiative. But the AP is mostly fun, I don't actively hate the NPCs.
Runelords has something akin to the troll army from Kingmaker, right around your level in fact. I discovered this after I realized my warlock could solo the army (and seriously considered as the rest of the party had been stripped naked).
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hogarth
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Post by hogarth »

rasmuswagner wrote:The first third of Serpents Skull are great.
I thought the first book was kind of dull. None of the fights were especially memorable (except for
the kenku guy who turned a giant crab into a puppet/house
), and you have to dick around rolling a bunch of saves vs. disease since you're living in the jungle.
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virgil
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Post by virgil »

When it comes to adventure paths, do you want all of the statblocks to be fully written in them or to keep them condensed with a book reference (Monster Manual 17, page 37)? Or do you take a mixed view, stats that aren't in the SRD get full statblocks while the Monster Manual stuff gets (Monster Manual, p42)? Or is there a different format?
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Dogbert
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Post by Dogbert »

1) Fiercely reactive players who make of the Idiot Ball their shield and sword.

2) Expensive art.
Last edited by Dogbert on Sun Oct 06, 2013 7:36 pm, edited 1 time in total.
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hogarth
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Post by hogarth »

virgil wrote:When it comes to adventure paths, do you want all of the statblocks to be fully written in them or to keep them condensed with a book reference (Monster Manual 17, page 37)? Or do you take a mixed view, stats that aren't in the SRD get full statblocks while the Monster Manual stuff gets (Monster Manual, p42)? Or is there a different format?
If the exact stat block is in Paizo's PRD, then I consider it a waste of space to reprint it in a module, although in my case I do almost all of my playing online so that's a special case.
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Blasted
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Post by Blasted »

If you include statblock, I would like it explicitly mentioned which bonuses provided by spells, etc. are included as part of the statblock. For creatures with vast amounts of special abilities I'd also like a rundown of the optimum actions. Otherwise I have to spend too much prep time and that's the point of having an AP.
Cyberzombie
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Post by Cyberzombie »

rasmuswagner wrote: The first third of Serpents Skull are great.
I found the second part of it boring as hell, where it was a journey that took up an entire module, with 1001 random encounter rolls.

That one had me bored out of my mind.

Also the entire module pretty much prevents you from ever spending any money on magic items by keeping you away from any city 99% of the time.

I really found Serpent's Skull to be very overrated and annoying.
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