Varying the Length of Adventure Paths


Product Discussion

Silver Crusade

Has anyone given a thought about the length of the adventure paths? Will all paths be in the six book format, or will we see one that spans a shorter run, say 3 or 4 books? Is this of interest to anyone besides me?

If the path concept works best with the six book format, would supermodules be possible? Something along the line of Temple of Elemental Evil or Red Hand of Doom. Any thoughts are appreciated.

Paizo Employee Creative Director

sowhereaminow wrote:

Has anyone given a thought about the length of the adventure paths? Will all paths be in the six book format, or will we see one that spans a shorter run, say 3 or 4 books? Is this of interest to anyone besides me?

If the path concept works best with the six book format, would supermodules be possible? Something along the line of Temple of Elemental Evil or Red Hand of Doom. Any thoughts are appreciated.

We have no plans to vary the length of an Adventure Path. The six-month cycle works VERY well for many reasons for us. Decreasing this number is no good since that takes too long for a single AP to play out, but increasing the number is no good since that would increase the workload on our authors and developers and editors to an extent where we'd REALLY fall behind (it takes a LOT of work to launch and close an adventure path). And fiddling with lengths starts to make it tough to time new APs to start at Gen Con.

They're sticking to 6 parts.

A supermodule is certainly possible, but we have none on the schedule yet.


James Jacobs wrote:

We have no plans to vary the length of an Adventure Path. The six-month cycle works VERY well for many reasons for us. Decreasing this number is no good since that takes too long for a single AP to play out, but increasing the number is no good since that would increase the workload on our authors and developers and editors to an extent where we'd REALLY fall behind (it takes a LOT of work to launch and close an adventure path). And fiddling with lengths starts to make it tough to time new APs to start at Gen Con.

They're sticking to 6 parts.

A supermodule is certainly possible, but we have none on the schedule yet.

one thing I would like to see is maybe an independent module in Gamemastery line to see specifically designed for the end of even the beginning/middle of an AP

But independent enough not to be necessary

Liberty's Edge

Although it would probably be tricky, that is a really cool idea! Make a higher level module that works as a stand alone but with a tie in to an AP.


MerrikCale wrote:

one thing I would like to see is maybe an independent module in Gamemastery line to see specifically designed for the end of even the beginning/middle of an AP

But independent enough not to be necessary

I need to start proof reading myself


James Jacobs wrote:
A supermodule is certainly possible, but we have none on the schedule yet.

Nonsense. Paizo has lots of super modules.

Silver Crusade

James Jacobs wrote:

We have no plans to vary the length of an Adventure Path. The six-month cycle works VERY well for many reasons for us. Decreasing this number is no good since that takes too long for a single AP to play out, but increasing the number is no good since that would increase the workload on our authors and developers and editors to an extent where we'd REALLY fall behind (it takes a LOT of work to launch and close an adventure path). And fiddling with lengths starts to make it tough to time new APs to start at Gen Con.

They're sticking to 6 parts.

A supermodule is certainly possible, but we have none on the schedule yet.

Thanks very much for the reply. It hadn't dawned on me that the AP's are timed with Gen Con, which makes a lot of sense. It's a great breaking point in the gaming "season" to end old story lines and start new ones.

And yes, although all Paizo modules are super, I wouldn't mind one or two of greater length. A module that ranges from 4-10 would be great to insert into an existing campaign. Hmm, maybe just bundling some of the existing stand alone modules might be a thought. Stop me if I'm crazy, but isn't Crypt of the Everflame part one of a series? And didn't Darkmoon Vale have a string of them set there?

Paizo Employee Creative Director

We have done and will do again series modules in the Gamemastery line.

But were unlikely to do much in the way of AP tie-ins. Because if we did an Adventure Path tie-in module, that would require the Adventure Path staff to take on an additional 32 pages of development, or it would require the module staff to familiarize themselves with several hundred pages of Adventure Path in order to make sure things went right. It'd be more feasible to have the AP staff deal with the module, obviously, but that's still a fair amount of extra work.

AKA: We produce more content than one person can handle. That's why we have a dozen or so folks involved with the RPG line's creation.

Someday we MIGHT do some sort of tie-in or sequel adventure to an AP, but it would require a lot of planning ahead.


Well, for AP tie-ins, you do have The Seven Swords of Sin.

Not exactly the same, but I think that's kind of the point.

Silver Crusade

James Jacobs wrote:

We have done and will do again series modules in the Gamemastery line.

But were unlikely to do much in the way of AP tie-ins. Because if we did an Adventure Path tie-in module, that would require the Adventure Path staff to take on an additional 32 pages of development, or it would require the module staff to familiarize themselves with several hundred pages of Adventure Path in order to make sure things went right. It'd be more feasible to have the AP staff deal with the module, obviously, but that's still a fair amount of extra work.

AKA: We produce more content than one person can handle. That's why we have a dozen or so folks involved with the RPG line's creation.

Someday we MIGHT do some sort of tie-in or sequel adventure to an AP, but it would require a lot of planning ahead.

An AP tie-in would be great, but not quite what I was thinking of. I was thinking more of a shorter AP style path, possibly packaged as an over-sized module or series of modules.

The Adventure Paths are great, and we WILL finish one of them one day, but something that was a bit shorter in length, covering a smaller range of levels, would be good. Thanks again for the prompt reply.


sowhereaminow wrote:
James Jacobs wrote:

We have done and will do again series modules in the Gamemastery line.

But were unlikely to do much in the way of AP tie-ins. Because if we did an Adventure Path tie-in module, that would require the Adventure Path staff to take on an additional 32 pages of development, or it would require the module staff to familiarize themselves with several hundred pages of Adventure Path in order to make sure things went right. It'd be more feasible to have the AP staff deal with the module, obviously, but that's still a fair amount of extra work.

AKA: We produce more content than one person can handle. That's why we have a dozen or so folks involved with the RPG line's creation.

Someday we MIGHT do some sort of tie-in or sequel adventure to an AP, but it would require a lot of planning ahead.

An AP tie-in would be great, but not quite what I was thinking of. I was thinking more of a shorter AP style path, possibly packaged as an over-sized module or series of modules.

The Adventure Paths are great, and we WILL finish one of them one day, but something that was a bit shorter in length, covering a smaller range of levels, would be good. Thanks again for the prompt reply.

They sort of have these already.

Crypt of the Everflame and Masks of the Living God are part of the same series (sequels).

And

then there's the Falcon's Hollow Series:

Into the Haunted Woods > Hollow's Last Hope > Crown of the Kobold King >Return of the Kobold King > Canival of Evil > Hungry are the Dead > Tower of the Last Baron... and you can drop out any of those that you want and still keep the flow...

Paizo Employee Chief Technical Officer

sowhereaminow wrote:

I was thinking more of a shorter AP style path, possibly packaged as an over-sized module or series of modules.

The Adventure Paths are great, and we WILL finish one of them one day, but something that was a bit shorter in length, covering a smaller range of levels, would be good. Thanks again for the prompt reply.

Have you considered just running selected level-appropriate volumes of an AP?


Vic Wertz wrote:
sowhereaminow wrote:

I was thinking more of a shorter AP style path, possibly packaged as an over-sized module or series of modules.

The Adventure Paths are great, and we WILL finish one of them one day, but something that was a bit shorter in length, covering a smaller range of levels, would be good. Thanks again for the prompt reply.

Have you considered just running selected level-appropriate volumes of an AP?

Perhaps some players would appreciate some of those "Adventure Hooks" columns which were included in the Dungeon APs and gave GMs tips to use the installment as a one off (or 2-3 installments as linked one-off), with alternative party hooks and motivations to the "official" storyline of the campaign path.

I personally would not like losing AP content (which is already densely packed) for that kind of material (nor groups which primarily use the full AP, I can imagine), but definitely that sort of information would be great for a web enhancement/free download (in the style of the Player's Guides)


Vic Wertz wrote:
sowhereaminow wrote:

I was thinking more of a shorter AP style path, possibly packaged as an over-sized module or series of modules.

The Adventure Paths are great, and we WILL finish one of them one day, but something that was a bit shorter in length, covering a smaller range of levels, would be good. Thanks again for the prompt reply.

Have you considered just running selected level-appropriate volumes of an AP?

I agree, most of the APs seem like they would be good as stand alone adventures. Especially the earlier ones. And they contain enough info to get your party involved.

Movie plot spoiler:
Party 1-3 level? Let them hold off a goblin raid on Sandpoint or help run a casino or stop an orphan grinder in Korvosa or reclaim a town in Kelmarane.

Party 4-6? They see a strange meteor strike the island off the coast or they investigate some strange murders or try to stop a plauge from ravishing their city or try to stop a gnoll bandit leader.

Party 7-9? Help a Varisian fort defend itself from Ogres or help the elves reclaim Celwynvian or try to get a scroll translated in Katapesh..

I'm running ROTR right now, but I'm mixing in some of the other APs and I might skip Sins of the Saviors altogether.

Etc.

Any of these could easily be added into a campaign in the area. Then run a few adventures and move on.

Silver Crusade

Vic Wertz wrote:
sowhereaminow wrote:

I was thinking more of a shorter AP style path, possibly packaged as an over-sized module or series of modules.

The Adventure Paths are great, and we WILL finish one of them one day, but something that was a bit shorter in length, covering a smaller range of levels, would be good. Thanks again for the prompt reply.

Have you considered just running selected level-appropriate volumes of an AP?

That is a good thought. The only problem I foresee with that is how well written some of the paths are - I feel I would be doing my players a disservice by not running the complete path.

That does bring up a good point, that some of you have already begun to address - which adventure path volumes make good stand alone adventures? Hook Mountain Massacre jumps out immediately. It's self contained, set away from the bulk of the campaign, and has a good breaking point at the end.

Has anyone run a single volume as a stand alone or part of a different campaign? Feedback appreciated.


sowhereaminow wrote:
Vic Wertz wrote:
sowhereaminow wrote:

I was thinking more of a shorter AP style path, possibly packaged as an over-sized module or series of modules.

The Adventure Paths are great, and we WILL finish one of them one day, but something that was a bit shorter in length, covering a smaller range of levels, would be good. Thanks again for the prompt reply.

Have you considered just running selected level-appropriate volumes of an AP?

That is a good thought. The only problem I foresee with that is how well written some of the paths are - I feel I would be doing my players a disservice by not running the complete path.

That does bring up a good point, that some of you have already begun to address - which adventure path volumes make good stand alone adventures? Hook Mountain Massacre jumps out immediately. It's self contained, set away from the bulk of the campaign, and has a good breaking point at the end.

Has anyone run a single volume as a stand alone or part of a different campaign? Feedback appreciated.

I'm gonna run Second Darkness' Armageddon Echo (And maybe Children of the Void) as part of my ROTR campaign. And in my other group, I plan to run parts of Kingmaker (the Heroes of Absalom want to go to the River Kingdoms...)

I'm probably going to seriously reduce the Sins of the Saviors section from ROTR, so I'll probably pop in one of the higher level APs at that point too...

And who knows, maybe the players will find a Katapeshi scroll or get involved with the Cinderlands...

Because of the way they are written, most of the APs wille easily take a walk-on cast of heroes...


sowhereaminow wrote:
That does bring up a good point, that some of you have already begun to address - which adventure path volumes make good stand alone adventures? Hook Mountain Massacre jumps out immediately. It's self contained, set away from the bulk of the campaign, and has a good breaking point at the end.

"Children of the Void" would run really well as a stand-alone, although you wouldn't have the personal connection with several of the NPCs that were introduced in the first volume.

Second Darkness:
You'd have competing teams looking for the valuable skymetal from a meteorite that crashed on the island -- a crimeboss (in it for the money), dwarves (in it for the crafting possibilities), mages (in it for the arcane research), and the PCs. Everyone's stuck on the island without a boat, being hunted by strange alien creatures that hitched a ride in the meteor -- and no one knows about the 5th team of skymetal seekers, a party of drow lurking in a hidden sea cave. You "win" by rescuing or deafeating the other groups and retrieving the valuable treasure.
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