In another thread, Saedar suggested providing specific things from 1e adventure paths that I enjoyed, vs what I was experiencing with 2e APs. As the other thread went way off the rails, I'm starting a fresh one! :)
And beware, there will most certainly be spoilers!
My own experience (and yes, YMMV): I purchased the 2e system to run the 2e APs and I've run some of Age of Ashes. We are wrapping up Book 2 "Cult of Cinders" and concluding the AP at that point. This is, in part, because my group has voiced their feelings that the AP is very erratic and the story is hard to follow.
Numerous things contributed to this:
- morally unexpected characters ("Wait, he's a Hellknight, but he's good?" "Goblins are good now?" and they are just about to encounter a good red dragon)
- a large dungeon with every room packed full of different monsters (just on the first floor of Hellknight Hill: imps, bugbear, rats, spikey turtle monsters, wargs, goblin dogs, spider swarms, grauladon, giant bats, skeleton guards.. that's 10, if you were counting!)
- The idea of hopping from locations was cool, but didn't turn out that way. All the effort to make Breachill feel alive, to get them excited to now have the deed to Hellknight Hill (just to whisk them away to some far off jungle), to make Akrivel feel alive, but they never need to revisit. This led to, "Wait, where are we now and why are we here?"
- lots of bizarre and wacky creatures where every room seemed to be "Wait, what is this thing??". Normally, I'm all for exciting and unique creatures, but there were TOO MANY of them. We were all learning a new system that is, undeniably, pretty crunchy and combat takes a while (especially for new players) and I felt like we spent way too much time trying to help the players understand what they were fighting. It made every encounter feel too cumbersome. (Don't get me wrong, I LOVED some of them! Like their first encounter with the ooze? The archeologist's twin? Yes please!)
- Lots of really neat ideas, but so many of them just created noise rather than amazing moments.
- as the DM, I'm sure there were plenty of things I could have done differently, but it really felt like it slowed things down unnecessarily. It was too much for new folks to absorb, myself included.
So, we all agreed that with COVID restrictions lifting in my area, we'd return to playing live, and use it as an opportunity to start fresh with a new adventure. I own all the 2e APs and although I haven't read them fully from beginning to end, I have skimmed all of them and am at least familiar with them. I was surprised going through them, and in an dissatisfied way.
Some of the reasons I chose NOT to run another 2e AP, despite having purchased nearly the entire 2e library to run them:
- the themes seem too exotic and too niche. I was hoping for a more classical fantasy trope, something that wouldn't take so much time and energy just to understand.
- I was super excited for the wizard school AP... but then it just got weird and exotic. It felt like too many good ideas were being mashed up, just creating noise.
- I LOVED some of the Extinction Curse story, but the circus was too much.
- Abomination Vault seemed cool, but I was hoping to avoid a mega dungeon. This would have been my top pick though, if I had to stick with a 2e AP.
Instead, I am going with Rise of the Runelords, and I'm also running Curse of the Crimson Throne (converted to 2e and heavily modified to fit a different setting).
There are a few things I love about these early, classical 1e APs:
- The stories are full of dramatic moments that don't just rely on exotic monsters
- because the monsters are more classical, it allows the players to focus on the story and the drama, rather than whatever oddity they are facing
- When they do face something exotic (Hello, Cabbagehead! Hello, Dero!) they stand out as memorable
Undeniably, I'm feeling frustrated that I spent so much on the new system, hoping to just pick up an AP and play so I didn't have to put the time and energy into creating my own adventures, but now I'm spending a ton of time converting 1e adventures. True, there are plenty of awesome resources already available and it's still less work than creating an entirely new adventure, but it's still more work than I had intended.
My hope is that we see a more frequent return to the classical fantasy adventures. That doesn't mean we should only be fighting goblins and ogres (but there's also nothing wrong with fighting goblins and ogres), but an exotic or wacky theme doesn't always make for an enjoyable adventure. I feel like the 2e APs would benefit from a good edit to create a more enjoyable pace and tempo. "You know what, those ARE really cool and fun ideas, but let's maybe save it for the next adventure!"
When everything is permanently dialed up to 11, it just becomes one note and exhausting.
Please note: Please don't derail this with posts that: I hate 2e (I don't), I'm just bitter I spent money on a product I'm not satisfied with (I am), 1e also has exotic adventures (I'm clearly not referring to those), that I'm a fake account just meant to troll (go away), etc. Let's stick to discussing what we like/don't like about 1e & 2e APs :)