Adventure Paths too long?


Pathfinder Adventure Path General Discussion


1 person marked this as a favorite.

Does anyone else feel that APs might be a little too long? With problems like players always dropping in and out, scheduling conflicts, and the fact that most have a hard time making story connections that span more than a few sessions, I'm wondering wether the players and story wouldn't be served by cutting these APs down by half. I'm not saying that APs are never finished successfully, I'm just saying it gets very tough to keep up the momentum to a satisfactory conclusion over all.
As a personal example, I've been running RotRL and almost made it through Fort Rannick (25 game sessions to get to this point) before yet another player rotated out. I have only two players that have stuck with me from the beginning. Who knows when we'll pick it back up.
Personally, I would like to see APs down to 3 chapters. I think that's long enough to get a good story in without exhausting the players and GM.


A few of them could easily be ended at an earlier point, by just not introducing certain later plot elements and rigging a way to tie things off we a bow in an earlier chapter.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Backfromthedeadguy wrote:

Does anyone else feel that APs might be a little too long? With problems like players always dropping in and out, scheduling conflicts, and the fact that most have a hard time making story connections that span more than a few sessions, I'm wondering wether the players and story wouldn't be served by cutting these APs down by half. I'm not saying that APs are never finished successfully, I'm just saying it gets very tough to keep up the momentum to a satisfactory conclusion over all.

As a personal example, I've been running RotRL and almost made it through Fort Rannick (25 game sessions to get to this point) before yet another player rotated out. I have only two players that have stuck with me from the beginning. Who knows when we'll pick it back up.
Personally, I would like to see APs down to 3 chapters. I think that's long enough to get a good story in without exhausting the players and GM.

I've been running Kingmaker for 4 years now. A weekly game, that takes extended hiatus so the other GM in our group can run Legacy of Fire and I can avoid GM burn-out.

There is nothing wrong with putting together your own GM-Cut of an AP if you feel it drags on too long.

For example:

Logical end-points for a shortened Kingmaker:

Kingmaker e6 -

Spoiler:
Book 1: Stolen Land, Book 2: Rivers Run Red (Hargulka's Monster Kingdom), Book 3: Varnhold Vanishing (Vordekai is the Final Boss). Replace: Fey with Undead.

Kingmaker Kingdom Warz:

Spoiler:
Play until book 5, then make Irovetti the final boss. Play up political stuff with Brevoy, Restov and Mivon. Final boss: War. Replace: Fey with humanoids.

Serpent's Skull - Pulp Adventure:

Spoiler:
Rename AP: Monkey's Skull. Play up the ape/monkey themes. Run book 1, book 2, book 3 and 4. Final boss: The Gorilla King and miscellaneous other factions. Replace: Serpentfolk with more apes.

Second Darkness - Elfquest:

Spoiler:
Remove Book 1 and 2. Start at Book 3. Play elves. Stop Drow. Save world. Flawless victory.


DM_aka_Dudemeister wrote:
Backfromthedeadguy wrote:

Does anyone else feel that APs might be a little too long? With problems like players always dropping in and out, scheduling conflicts, and the fact that most have a hard time making story connections that span more than a few sessions, I'm wondering wether the players and story wouldn't be served by cutting these APs down by half. I'm not saying that APs are never finished successfully, I'm just saying it gets very tough to keep up the momentum to a satisfactory conclusion over all.

As a personal example, I've been running RotRL and almost made it through Fort Rannick (25 game sessions to get to this point) before yet another player rotated out. I have only two players that have stuck with me from the beginning. Who knows when we'll pick it back up.
Personally, I would like to see APs down to 3 chapters. I think that's long enough to get a good story in without exhausting the players and GM.

I've been running Kingmaker for 4 years now. A weekly game, that takes extended hiatus so the other GM in our group can run Legacy of Fire and I can avoid GM burn-out.

There is nothing wrong with putting together your own GM-Cut of an AP if you feel it drags on too long.

For example:

Logical end-points for a shortened Kingmaker:

Kingmaker e6 - ** spoiler omitted **

Kingmaker Kingdom Warz: ** spoiler omitted **

Serpent's Skull - Pulp Adventure: ** spoiler omitted **

Second Darkness - Elfquest: ** spoiler omitted **...

What he said.


It sounds to me like you don't want an AP. I might suggest looking into a module trilogy, or a supermodule of 100+ pages. There are plenty of good examples of both.


It actually sounds to me like the APs might be ok with you. It's the players who don't last long enough. I think a good gaming group takes a while to form. Have you considered putting up a sheet in your local game store, looking on penandpapergames.com, or looking to a site like Meet-up to find a more dedicated group that share your dedication?


Aaron Bitman wrote:
It sounds to me like you don't want an AP. I might suggest looking into a module trilogy, or a supermodule of 100+ pages. There are plenty of good examples of both.

Sounds like a good idea.


I'll second the idea of modules, and add in consider modifying specific APs to fit with the issue at hand. If specific people are consistent, base the story more around them and treat the rest of the party like background characters. I don't say this in a negative way mind you. Back in the day when everything was better and the world was perfect, I was in a second edition campaign that had three constant players and a GM...we had probably a dozen other players over the three years it lasted that would show up from time to time, and everyone had an amazing time.

Try wrapping things up after each session in a place where people can freely come and go, or as close to as possible. Give the people that are less consistent things for their characters to work toward that don't directly involve them in the story. Bob the Bard's player has two kids and a job, so shows up about every other session? Maybe Bob the Bard is working on a masterpiece in honor of their father's heroic sacrifice in the last great war...so from time to time the muse is all up in his face and he's nowhere to be found (having taken room at an inn under a false name and locked himself in said room with a case of bourbon and two cases of twinkies like any self respecting writer/poet).

Most of the APs have reocurring NPCs that aren't imperative to the plot, but add a number of sidequests and interesting RP opportunities. Have sporadic players play these characters and don't feel like you have to assign each player one. In my Rise of the Runelords game I have Shalelu set up to come and go and act like a default character for new people to run. If a couple of my regular players miss, Shalelu shows up and either me or one of the players runs her...if a friend of mine has asked about roll20 and wants to try it out, I suggest they show up for my game and run an elf ranger NPC to see if they like it enough to make a character.


Are you aware of the new module format? The new longer format is essentially a mini AP. Dragons demand goes from levels 1 to level 7. There are also the linked old format modules, Crypt of the everflame and its two sequels for instance.

You also have 3rd party options. For instance, Razor Coast from Frog God games goes from levels 5-12. There are a bunch of options if you want something longer then a single module and shorter then a full 6 volume AP.


Sound like good alternatives. Thanks!


1 person marked this as a favorite.

In Dudemaster's vein, here's how to shorten Rise of the Runelords...

1: Burnt Offerings (caps at Level 4)

Spoiler:
Run Burnt Offerings, straight. Nualia is the Big Bad, and is seeking to burn her hometown to the ground as an offering to Lamashtu, in exchange for demonic apotheosis. You can add some clues in Thistletop to indicate that she was the one who activated the Thassilonian Runewell that caused the Late Unpleasantness five years earlier.

2: Rise of the Skinsaw Cult (caps at Level 8)

Spoiler:
Run Burnt Offerings and The Skinsaw Murders pretty much straight. In this version, Xanesha is the Big Bad, and it was her that originally activated the Runewell five years ago. Include some device in her lair atop the Shadow Clock that draws some level of power from the Runewell via the greedy souls, which is why she took over the Skinsaw Cult to increase the body count. At the conclusion, the mayor throws a huge party for the PCs, and they become heroes of the City of Monuments.

3: Rise of the Stone Lord (caps at level 10)

Spoiler:
Run the first three books straight. The Big Bad becomes Barl Breakbones. He got a taste of power by finding another Lesser Runewell, which activated the one below Sandpoint five years ago. He's trying to raise an army of giants and ogres based in Hook Mountain. Perhaps he has something like a master Sihedron medallion that receives power from the greedy souls collected by his Runewell, which is why he wants to flood the town of Turtleback Ferry.

4: Rise of the Stone Lords (caps at level 13)

Spoiler:
Pretty much as 3, adding Fortress of the Stone Giants to the mix, and the Big Bad is Mokmourian. Remove the Thassilonian library from below Jorgenfist: it's just a treaure vault with Thassilonian trappings, but include a more powerful lesser runewell. Mokmourian has become obsessed with the power of giants under the Thassilonians, and he plans to turn Varisia into a powerful giant nation. The AP ends with his defeat, and the scattering of his army of giants.


1 person marked this as a favorite.

I agree with the above posters. There are some APs that need not be completed and still provide closure.

Here's a thread I started a while back that will help you.

Happy gaming!

Fabian


Yeah they are a long term commitment, I have been running S&S since it came out and my players are at the end of book 3. I try to have breaks every now and again as I don't want to suffer from GM burnout. Sometimes its hard to carry on for week after week and the prep does get too much sometimes. I tend to stop when I either get to the end of a book or at a logical stopping point then let another GM take over, we tend then to run another system. But then again to re-start it is just has much hard work as by then everyone has forgotten what happend and needs a week to get back in to character.
I'm finding though that the biggest challenge are the players and the actual story in the longterm. Unless you intend to railroad them they will no doubt do things that will alter the story (for the better most of the time) so the rigid format of the books kind of become more of a frame work to work with in the later books (which then becomes more prep work as things change).
Nothing wrong with this at all though but it does mean longer breaks for me as I work the new threads in.


Pathfinder Adventure Path Subscriber

I too think that the APs can be a little much. At least for my group that meets irregularly for a couple of hours each week. I think if you have the type of group that meets consistently for 6-8 hours on a weekend, they probably would be fine.

I think after my group wraps up our current AP (Council of Thieves, we are on book 6 so we are so close to finishing), I will take a break and do a bunch of modules instead of an AP.

I do like the ideas of what APs can be broken up into smaller portions and played as a module. For example, books 2 and 4 of Council of Thieves (The Sixfold Trial and The Infernal Syndrome) can be run independent of the AP with very minor tweaks.


Most of them ar too short since they end before Level 20 :-(


1 person marked this as a favorite.

Your not having an Adventure Path problem. Your having a player retention issue.

That is not the fault of the AP designers.

As folks have pointed out there are tons of product of various lengths available on the market. AP's are purposefully meant to be entire campaigns and thus are long by intent. If they are too long for your group then choose shorter products.

Adventure Paths are not the only things out there you know.

Or make up your own adventures.

Liberty's Edge

I used to run for a group that had attention spans shorter than APs. It was really frustrating because I wanted to do bigger, more epic plots, but they got bored and wanted to do other things after a little while. I ended up making and running smaller plots for them.

I suggest the new modules as an alternative. You can play a story that covers a few levels and still get a sense of completion. Dragon's Demand is a damn solid start to such a campaign.


What about splitting APs or other epic plot-lines across multiple campaigns? For example, the various Varisian-based APs could be interwoven with multiple groups of PCs. It would take some work (as the groups tackling the later books would not have the knowledge gained from the earlier books, being different PCs and all), but it could satisfy the shorter attention spans, while incorporating larger plots and a living world.

Silver Crusade

Erm... 5 completed adventure paths as a GM with two more almost finished (RotRL book 6 and AoW issue 11) and 3 completed as a player.

Just about fine for me.

Liberty's Edge

There are a lot of awesome ideas to shorten some of the APs, and the advice to use modules is great, too.
However, sometimes (especially with the new modules), I think a shorter AP would be awesome. Instead of doing two APs a year, doing three would be an idea to try out. Having one big AP spanning 6 parts, and two shorter APs, running 3 parts each.
I would love to see that!


1 person marked this as a favorite.

Honestly? Double the length of an AP and I'd be happy.

Or, at least, pre-write them so that there are existing modules that are designed to mesh in to extend the life of a campaign, and that would be great.

I find most APs are actually too short, in that if you play them as-written, you come up with large sections of time where you either need to hand-wave some timeskips or you have to add in content so that the game takes as long as it feels like it should.

I just got done with the second book of Curse of the Crimson Throne, and I honestly think that if the module was written so that there was more content to flesh out the exploring of the city and actively fighting the plague, it would have flowed much better.

I know APs are constrained by time and publishing costs, and I am fine with that. Gearing up to run Jade Regent, I've made sure to flesh it out with quest and module plug-ins so that it actually takes the appropriate amount of time and doesn't involve lots of timeskipping and handwaving.

So if anything, they're too short, and leveling from 1 to 20 is way too fast.


I'm still holding out hope they experiment in one year and try out a 5-issue AP together with a 7-issue AP.

Although I'm sure two radical experiments in one year would be too much, I think it would be great to play the 5-issue one on slow advancement and the 7-issue one using the fast experience track. It would be interesting to have at least one module around built on the assumption players had their capstone abilities for the majority of the book.

Shadow Lodge

1 person marked this as a favorite.

Were I in charge of things, the number of AP volumes for an individual AP would vary to meet the needs of the adventure, rather than the adventure varying to meet the needs of six AP volumes.


I htink Council of Thieves would work just fine if centered around just the Shadowcurse. Kind of apropriate in a way, the group wants to make things better but doesn't want to really rebel against Cheliax. So ending the curse and then melting back into normal life fits.

RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32

I find that most of the adventure paths can be adapted to fit a shorter campaign pretty easily. For example, you could make Rise of the Runelords a local threat to Sandpoint and end right after book 1 if desired. Similarly, Council of Thieves could cap off after The Infernal Syndrome with some adaptation.

If you want to get through the plot as written, kicking advancement up to the fast track and then cutting some encounters would be fairly easy. While I love the adventure paths, I find that there are always some grindy parts that seem to be placed there just to get the PCs enough XP to level up and continue the story.


Agreed. As they are so formulaic, sone take forever to achieve a story, some may seem short.
Personally I'm beginning to find them to drag, with too many side gubbins. I'd like a trilogy AP. It seems classic way to do things.

Dark Archive

2 people marked this as a favorite.

My personal preference on AP Length would be one complete six book run and two three part AP each year.

Having run two APs. I ran carrion crown halfway through book 4 and I am currently running Reign of Winter. Just completed book 3 last week and prepping for book 4.

The sweet spot for me would be a three book run ending around 9th or 10th level.

Silver Crusade

As people have suggested up thread, there are Modules. If you are looking for something with only a session by session commitment, you might want to try Pathfinder Society organized play Scenarios. They are short adventures that are designed to be played in one evening.

They also have linked scenarios that have three parts.

Society Scenarios


1 person marked this as a favorite.

PFS isn't the way forward. They are even more formulaic.
3 part AP covering ten levels , not necessary 1-10, would be sweet. I doubt even 50pc of groups get to book 4?

Paizo Employee Creative Director

Kthulhu wrote:
Were I in charge of things, the number of AP volumes for an individual AP would vary to meet the needs of the adventure, rather than the adventure varying to meet the needs of six AP volumes.

Maybe.

Turns out, there are a LOT of reasons why a 6 part Adventure Path is more or less the perfect option for pleasing most of the folks most of the time.

We didn't "accidentally" settle on this formula, in other words.


Backfromthedeadguy wrote:
As a personal example, I've been running RotRL and almost made it through Fort Rannick (25 game sessions to get to this point) before yet another player rotated out. I have only two players that have stuck with me from the beginning. Who knows when we'll pick it back up.

I cycled through all players except one, twice over, while running Rise of the Runelords. I'd never give up that total experience - completely worth it.

Community / Forums / Pathfinder / Pathfinder Adventure Path / General Discussion / Adventure Paths too long? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion