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I was bored during class today, so I made an outline of what I consider a "prototype" for how Paizo APs seem to be put together. This is based solely on my own observations, not on any insider information on how it's actually done. So, here it is, adventure by adventure:
Introduction
* Establish setting, mood, major NPCs
* PCs gain home base
* Not part of major story arc
* PCs are active
Threat
* PCs are now at home in the setting
* Some outside force threatens to disrupt that home
* First step of the story arc
* PCs are reactive
Rabbit Hole
* Initial threat defeated, but not gone
* PCs dig deeper, discover something bigger going on
* Plot expands beyond home base
* PCs are active
Exodus
* PCs are forced (literally or figuratively) out of their comfort zone/home base
* Details of the exit only loosely connected to the plot
* PCs are reactive
Regroup
* PCs acquire resource (item, ally, information) necessary to defeat big-bad
* Involves neutralizing major secondary threats
* PCs are active
Climax
* Homecoming and liberation
* PCs defeat big bad
* PCs are active
Feedback welcome!

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I don't think Rise of the Runelords, Curse of the Crimson Throne nor Council of Thieves (the only 3 I own) follow this exactly. PCs leave "home" in part 3 of RotRL, not part 4, CotCT starts out pretty much after the very first session into the plot arc, PCs never leave Westcrown significanly at all, etc etc.

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It's also the key reason I once suggested varying the length of the APs. The occassional 4 volume or 3 volume or 8 volume AP, along with the ocassional 6 volume AP, would really, really fix the organizational torpor that either has or will settle into the APs.
I haven't had time yet to read Kingmaker #1 (except for the Forward) but I know it's consciously trying to break up the standard formula.
My other concern about the 6 volume AP is that it forces every campaign to be the same length. A great idea that would take 3 volumes would have to be watered down to get it up to 6, or just dropped from consideration.

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It's also the key reason I once suggested varying the length of the APs. The occassional 4 volume or 3 volume or 8 volume AP, along with the ocassional 6 volume AP, would really, really fix the organizational torpor that either has or will settle in the APs.
I haven't had time yet to read Kingmaker #1 (except for the Forward) but I know it's consciously trying to break up the standard formula.
My other concern about the 6 volume AP is that it forces every campaign to be the same length. A great idea that would take 3 volumes would have to be watered down to get it up to 6, or just dropped from consideration.
People have mentioned changing the length of APs before, but that's not an easy choice. First of all... we really like being able to launch a new Adventure Path at Gen Con every year, so that sort of locks us in to releasing an AP in August each time. And longer APs aren't really an option because we don't want to lock subscribers in to a single AP for that long; our experience with 12-part APs with Dungeon has proven to us that APs that are too long are too exhausting to most players.
And in the other direction... it's actually pretty difficult and time-intensive to launch and wrap up an AP. The first and last adventures take quite a bit more work than the ones in the middle, in other words. We're pretty tight on resources as it is on Pathfinder right now, so we're pretty hesitant about increasing that workload in the immediate future by increasing the number of APs we do to 3 or more.
Two per year at six parts each is a pretty solid sweet spot for them.

Enkili |

... we really like being able to launch a new Adventure Path at Gen Con every year, so that sort of locks us in to releasing an AP in August each time.
You could still in theory launch an eight part one at Gen con followed by a four parter if in the future things seem to be getting a little repetitive. Personally I like the way things are working now, so I say give these guys a break - this isn't the first thread on this issue. They've only put out one AP since the new revised rule system.
Paizo folks do good work, but there is a danger of getting in a rut. Anyway for now good gaming.

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No problem -- I remember the arguments and acquiesce. Obviously, Paizo knows how to do it best.... And heck, the Kingmaker outline, being what it is, suggests Paizo is doing well to avoid any kind of outline-design creative torpor. So I'm happy -- and no where near close to cancelling my Charter Subscription.