Wait for it!!!


Savage Tide Adventure Path


I thought I would jump out here with this and see how many people "boo" me down.

Everytime an AP comes out some people just jump right into running it concurrently with the release of each magazine. In my opinion and experience I had a lot more success in waiting until the entirety of the AP was released since I could add a lot more foreshadowing and such to the game.

For me, now is the time to start looking at running AoW.

So... how many of you think you will jump right into this one? How many of you jumped right into one of the last two? How did that go? Wished you waited or you very content with your decision?

Just curious!

Sean Mahoney


I agree with you completely. I didn't start running SCAP until the whole thing was out (actually, about a year later). While I'll probably start running AP3 before it's completely out, I will most certainly wait at least 4-6 months before starting it, for precisely the reason you mention.

....plus that way I won't be complaining that the online supplements aren't produced at the same time the magazine comes out.

I just handed over my 12 issues containing the AoW to the other DM in our gaming group so he can start planning HIS next campaign. I know he'll take good care of them, but that was not easy to do!!


I also agree. If I was running any of the adventure paths, I would want to have at least 6 episodes of the 12 so I can start planning how things are going to go, what side quests I want to include, ect.

Scarab Sages

My groups just started running AoW, so obviously I agree with you guys. One of the problems with running the campaign concurrently is that you'd be SOL if you are waiting for supplements that go with each issue. Dungeon has done pretty well in the last month or so to bring this up to date, but they are still two issues off.


The posts above make some good points. Preparing an AP with all the necessary info at hand would allow for a smoother campaign overall (especially working individual character development into the AP). However, I started running AoW 2 months after receiving 'The Whispering Cairn' and I don't regret playing the AP as the adventures came out for a few reasons:

1. Impatience ;) I wanted to share the AP with our group ASAP. New material sparks fresh ideas for me, and makes for a more dynamic roleplaying session for the players. My DM'ing style benefits from an on-the-fly approach, and I fear may grow stagnant from overpreparation.

2. I found the adventures contained enough foreshadowing as they were. Our group is experienced enough to pick up most cues. I feel that adding more foreshadowing would scream 'railroading' to these particular players. As it is there's a nice balance between fate & being masters of their own destiny that wouldn't be there otherwise. Part of this stems from them knowing they're progressing through these adventures at the same pace I am...it's 'fresh'.

3. Real life commitments made starting an AP last summer the best alternative. With a choice between playing AoW immediately, or possibly not at all, it was obvious what to do ;)

This thread is kind of a one-sided argument though; would everyone like to be more prepared when presenting an AP or adventure? Of course ;) Each group is different though & is looking for a particular experience, so that'll decide what approach you ultimately take.

J-

Liberty's Edge

Just a thought. If you wanted to get cranking right in October, there is the considerable matter of a 1,500 mile boat trip to the Isle of Dread that could be used to slow the pacing of the A.P. down to one's liking. Thats a 50 day trip at best time sailing around the clock. More like 100 days is realistic, I'd assume.
Insert an unexplored island or three...natural curiosity...island of the amazon elf babes...


I started running AoW in december. At the rate my group is moving, we'll probably finish AoW some time between january-march, depending on real-world stuff (one of my players is preggers, due early january).

at that point, i'll be torn - Either I run a savage tide game or a ptolus game.... I havn't decided yet.

Paizo Employee Creative Director

Heathansson wrote:

Just a thought. If you wanted to get cranking right in October, there is the considerable matter of a 1,500 mile boat trip to the Isle of Dread that could be used to slow the pacing of the A.P. down to one's liking. Thats a 50 day trip at best time sailing around the clock. More like 100 days is realistic, I'd assume.

Insert an unexplored island or three...natural curiosity...island of the amazon elf babes...

That boat trip is significantly longer than 1,500 miles, by the way; it's more like 3,000 miles from Sasserine to the Isle of Dread. So there'll be plenty of time to slow things down if ya want.

Savage Tide unfolds at a much more lesiurely pace than Shackled City or Age Of Worms.

The Exchange

The timing for my group pushed me into AOW pretty much from day one, which was frustrating at first (waiting for the overload & supplements, etc). But we play at Entmoot speed, so the pace of the AP far exceeded ours. We're just now getting to Zyrxog's lair! At this point, I'll have loads of time before we start Savage Tide and will be able to do a better job of planning ahead.

Of course, so many of our side quests are wrapped up in the character backgrounds that only so much planning ahead of time is possible. I'd hate to put hours into a character-linked side quest and then have the concerned character take a dirt bath three levels before triggering the quest!


I guess I should wait before asking about online supplements, huh?

Jack :P

Dark Archive Bella Sara Charter Superscriber

For the SCAP, I wasn't willing to run it until all the adventures were out. With AoW, I started running it when the 5th or 6th adventure came out. The Age of Worms Overload is what got me to start early. The outline was sufficient to allow some foreshadowing of future adventures.

Another advantage of waiting is the time lag between the adventure arriving and the map supplements being posted.

Finally, if you wait, you get all sorts of good information on these boards about what went right/wrong with a particular adventure that you might not otherwise have known.


James Jacobs wrote:
Savage Tide unfolds at a much more lesiurely pace than Shackled City or Age Of Worms.

This comment alone makes me happier than I have been about this AP.

Does anyone know if there are rules in Stormwrack for crafting items while shipboard? Is it possible or does the rocking cause issues?

Sean Mahoney

Liberty's Edge

Sean Mahoney wrote:


Does anyone know if there are rules in Stormwrack for crafting items while shipboard? Is it possible or does the rocking cause issues?

Sean Mahoney

A cursory glance later and nada. I guess scribe a buttload of scrolls, and make sure your inkwell is glued down to the table.


It's taking us a while to get threw AoW. Savage Tide may well be finished before we finish the second AP:)

The Overload gave me the confidence to start before all the adventures were published but I think it would be better to have them all in hand. Unfortunately, I do not have that kind of patience.

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