Are APs too long?


Pathfinder Adventure Path General Discussion

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Pathfinder Roleplaying Game Superscriber
Eryx_UK wrote:


Having read but not run the Giantslayer AP it looks to suffer the same problems.

Naw, there's plenty of time after the first book. The problem is lack of access to populated areas. In the first book, there is literally nowhere to go even if you make time. In the second and third books, you have to detour, but you get access to a large city in both cases. We won't get to the fourth book till December, so I don't have detailed knowledge on it, yet.


taks wrote:
Eryx_UK wrote:


Having read but not run the Giantslayer AP it looks to suffer the same problems.
Naw, there's plenty of time after the first book. The problem is lack of access to populated areas. In the first book, there is literally nowhere to go even if you make time. In the second and third books, you have to detour, but you get access to a large city in both cases. We won't get to the fourth book till December, so I don't have detailed knowledge on it, yet.

That's good to know. Thanks.


Add me to the ones that think APs are too long. But I would not want Paizo to shorten them.

I would like to see more of what they did in Hell's Rebels - make a logical and satisfying cut-of point somewhere in the middle.

HR spoiler:
And as in Hell's Rebels, this is a great opportunity to put in a twist. Oh, so you think you've won, do you? Not quite, my litte chickadees...
That way you can have your cake and eat it too. The people that have the time and stamina to run the whole gamut can do that, and the ones that for whatever reason/s can't spend years on a single campaign can instead play half of it without feeling it just stopped suddenly.

Also, if campaign fatigue sets in, you can play for a little longer and reach a satisfying conclusion.

Liberty's Edge

I often feel like the APs have a three part structure which provides for very easy jumping on/off points if people are looking for shorter adventures. For example books 1 and 2 of Mummy Mask work nicely together as do book 1 and 2 of Giantslayer for dealing with the Orcs. It really doesn't take a terrible amount of work for a GM to create a wrap up of events at the end of any book though. As GMs we have creative control over our campaigns. So if you feel burnt out, just end as you see fit.


Pathfinder Roleplaying Game Superscriber
Eryx_UK wrote:
taks wrote:
Eryx_UK wrote:


Having read but not run the Giantslayer AP it looks to suffer the same problems.
Naw, there's plenty of time after the first book. The problem is lack of access to populated areas. In the first book, there is literally nowhere to go even if you make time. In the second and third books, you have to detour, but you get access to a large city in both cases. We won't get to the fourth book till December, so I don't have detailed knowledge on it, yet.
That's good to know. Thanks.

To keep from cluttering this thread, if you need any more information, I post fairly regularly in the Giantslayer forums, particularly in the GM threads where we don't have to spoiler everything.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ckdragons wrote:
The GM has the final say as to how much downtime is available in any book; setting the pacing for their group. The 2 campaigns I've run and one that I'm currently running (Carrion Crown, Rise of the Runelords, and Shattered Star [current]) didn't have specific time tables that indicated that "incident-x" happens 3 days after the conclusion of the previous situation.

Pretty bad examples. Carrion Crown has you pursuieng a consistent enemy. RotRL has almost always a hint at the end of a single adventure that bad stuff is going down and the PC's better snap to it to prevent it from happening/continueing.

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