Is this adventure path very railroded?


Strange Aeons


Hi there,
I'm considering running Strange Aeons. Is this AP very railroded? My group like to make their own choises. thanks for your insights:-)


Never mind - just read the Players Guide!
Sounds good though:-)


The first module is basically a gigantic dungeon crawl, except that it's an insane asylum instead of a dungeon.

The middle two modules are pretty railroady. But the railroad is cleverly set up: you're chasing someone! Also, the third module is one half very good (a trip down a river, having loosely connected encounters) and one half *amazing* (the Dreamlands), so that mitigates the railroadiness a lot. The last two modules include some insane sandboxes that can be taken in different orders; they're not railroady at all.

(For the record, my take on the six modules of this AP goes something like Very Good -- Okay -- Holy crap, that was amazing! -- Eh -- Very Good -- Very Good.)

Doug M.


Douglas Muir 406 wrote:

The first module is basically a gigantic dungeon crawl, except that it's an insane asylum instead of a dungeon.

The middle two modules are pretty railroady. But the railroad is cleverly set up: you're chasing someone! Also, the third module is one half very good (a trip down a river, having loosely connected encounters) and one half *amazing* (the Dreamlands), so that mitigates the railroadiness a lot. The last two modules include some insane sandboxes that can be taken in different orders; they're not railroady at all.

(For the record, my take on the six modules of this AP goes something like Very Good -- Okay -- Holy crap, that was amazing! -- Eh -- Very Good -- Very Good.)

Doug M.

Thanks, it sounds really interesting - I'll buy the first one and get a closer look!

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