How Linear is this AP?


Iron Gods

Scarab Sages

I'm really excited to either GM or Play this AP. My group has often added a splash of sci-fi to our fantasy, so the theme will be spot on with our tastes.

My group tends to prefer non-linear games. Not complete sandboxes, just the chance to do some ad-hoc sidequesting, downtime and the ability to make choices which affect the plot.

How easily can Iron Gods accommodate my group?

(Please avoid major spoilers)


Are you asking if the AP volumes help you do that or if the the AP is flexible enough for this kind of stuff?

Scarab Sages

Flexibility really, I don't mind rewriting bits to suit my group's play style as long as the overarching plot isn't on some sort of time limit.

"You must rush from A to B to C as soon as possible or the world will end!"


No more than any other AP. There's plenty of opportunities to expand or deviate. But in all reality anyone playing in an AP should be on board for a certain amount of railroading otherwise what's the point of playing an AP?

If it's an issue, run a homebrew.


I have read the first two books so far, the second book is more flexible in that regard than the first but as Ooze licker said it's pretty much as flexible as most APs.


A large part of book 3 is in one location so it's by far the least flexible but any medium to large dungeon would take up a big chunk of a single part of any AP.


Ooze licker wrote:
A large part of book 3 is in one location so it's by far the least flexible but any medium to large dungeon would take up a big chunk of a single part of any AP.

Overall I would see the first book as less flexible, because the 3rd book has some downtime between dungeons, so you can spice it up, as you please.

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