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The idea of "Adventure Paths" 
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Joined: Wed Dec 14, 2011 10:38 pm
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Post The idea of "Adventure Paths"
Hello all,

I've currently been reading Shannon Appelcline's "Designers & Dragons" volumes, and am now finishing up with the "2000's" (v4). Its interesting to both read his take on the history of Troll Lord Games as well as most other publishers of the past decade or so.

However, and this may just be the author's preference, one thing stands out to me. Namely, the great popularity of the "Adventure Paths" concept as seen in games like Pathfinder.

I've always written adventures to be as modular as possible so that CKs could fit them easily into their own campaigns. Doing up a "path" though, seems to me a bit constraining. Yet they are popular, as TLG's A series seems to prove. Of course, there have been "paths" since the AD&D Giants series or the Slavers back in the day, but even those were fairly generic in setting.

So, this is my overly-verbose way of asking a question. For those who might be interested in Victorious, would a 4-8 module "Adventure Path" series be of interest? Something to take heroic types from say 1st to 9th level or so?

Looking forward to replies!

GM Michael

The Save for Half Podcast: Old School RPGs Reviewed

Victorious: Steampunk Adventure in the Age of SuperMankind

Thu Mar 19, 2015 8:16 pm
Greater Lore Drake
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Joined: Fri Jun 15, 2007 7:00 am
Posts: 2026
Post Re: The idea of "Adventure Paths"
Definitely not. I've found railroads distasteful ever since the debut of the Dragonlance modules and they are no more palatable today. Please give me short and sweet adventure modules that I can incorporate into my campaign rather than defining and dominating my campaign through the modules. I'm normally not a module fan anymore, but I like the idea of Victorious modules since I'm not especially familiar or comfortable with the Victorian setting. I'm expecting your modules to be invaluable in getting me started.

The only way I could see something like an adventure path being a good thing would be if there were multiple modules in the series with large gaps in time and experience between them. Thus, the villain for module 1 might show back up in module 2 which is used a year later in real time after the GM runs other adventures that are unrelated to the adventure path.

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Thu Mar 19, 2015 8:58 pm
Cleric of Zagyg
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Joined: Mon May 01, 2006 7:00 am
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Post Re: The idea of "Adventure Paths"
DMMike wrote:
So, this is my overly-verbose way of asking a question. For those who might be interested in Victorious, would a 4-8 module "Adventure Path" series be of interest?

Tut tut, my good fellow and bully to you. Let's just say you are a concisely articulate and genteel chap, as it were! ;) Oops, dammit ~ monocle fell out again. Still getting used to this way of life!

Adventure path? Splendid idea, old boy. But perhaps only 1 to 4 for now and then let's see how it goes, shall we?

OK, enough discourse for the moment, eh? My violin calls me, as I have an experiment in mind! :P

Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

Fri Mar 20, 2015 1:01 am
Greater Lore Drake
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Post Re: The idea of "Adventure Paths"
I like Adventure Paths, but they can take a very long time, and they don't offer a lot of opportunity for characters to pursue their own goals. I played the 3.0 one that went from Sunless Citadel to Bastion of Broken Souls, and doing 20 levels on one story (and not even a particularly well-connected one) really makes me question if I can do it again on say, the A series.

Though shorter adventure segments that have a smaller level range aren't bad, and can be slotted into a campaign the same as other adventures, they are just longer.

My C&C stuff:

Fri Mar 20, 2015 1:05 am
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