Has anyone created an adventure path that mixes deck?


Homebrew and House Rules


I've got an idea for a new adventure path, but as I think through it, it might require pulling cards from multiple decks. The basic idea of the the path is based around the idea of a clash of cultures between an aboriginal culture, and some invading cultures (maybe the Cheliax, and an indigounous culture of Arcadia, and a 3rd group).

Anyway, has anyone ever made an adventure path that mixes a few different decks? How did it work out for you? Or can someone point me towards a path that has done that?


The only one I can think of is the very recent God Callers of Sarkoris, but only a couple of cards are shared between boxes.

While it opens up a lot of possibilities, you should also be aware that it is a major hassle if you mix complete decks as opposed to only a few cards, and that you limit the number of people that may play your AP if you want to publish it.

Paizo Employee Contributor

Doppelschwert wrote:
The only one I can think of is the very recent God Callers of Sarkoris, but only a couple of cards are shared between boxes.

Hey, there are more than 100 S&S cards added to WotR! :-)

My advice is that you not consider just mixing *cards*, but consider what to do when you're adding and subtracting *rules*. For example, I didn't want anything with mythic charges in my last adventure path, so I had to carefully review all the cards and omit those that made reference to that rule. I didn't want too few cards to play the game, so I added back in cards from another set. In short, think about the rules first and then have the cards follow.

Also, it's much easier to add cards from another set if you're only adding villains, henchmen, and locations. Doing so can give a lot of new flavor to an existing set.


I'm working on a side quest adventure that has multiple versions of each scenario. There is a "master" version that mixes cards from multiple adventure paths and "alternate" versions for when all three of those adventure paths aren't available (so you would use only one adventure path for the "alternate" versions). I've built the "alternate" versions because they take less work, and I'm in the process of building the "master" version of each scenario now, building card type lists based on the theme of each scenario rather than just mixing all of the cards together. So a scenario that is heavy on the Undead builds a pool of monster cards with the Undead trait (as well as non-Undead monsters that might be appropriate). Building the mixed adventure path scenarios is much more challenging, so this portion is taking a bit longer.


Ron Lundeen wrote:
Doppelschwert wrote:
The only one I can think of is the very recent God Callers of Sarkoris, but only a couple of cards are shared between boxes.

Hey, there are more than 100 S&S cards added to WotR! :-)

My advice is that you not consider just mixing *cards*, but consider what to do when you're adding and subtracting *rules*. For example, I didn't want anything with mythic charges in my last adventure path, so I had to carefully review all the cards and omit those that made reference to that rule. I didn't want too few cards to play the game, so I added back in cards from another set. In short, think about the rules first and then have the cards follow.

Also, it's much easier to add cards from another set if you're only adding villains, henchmen, and locations. Doing so can give a lot of new flavor to an existing set.

Right now, I am more interested in creating the story and system for the adventure - as I said, I see it a bit as a clash between Lawful Evil (Cheliax) Neutral/Good Alliance (some indigenous Arcadia and another group - maybe Andoran) and a Chaotic Evil (a separate group of native Arcadians). The basic plot line is the Andorans arrive, and strike up trade and peaceful interactions with the native Arcadia, the Cheliax arrive and try to take over and impose their will (including the will of Asmodeus), and a group of native Arcadians respond by calling up Rovagug - hence the 3 way split.

I did talk a little with a friend who is also a fellow player, and the one idea she and I sorta came up with together, for a rules change, would be more about actually using alignments. Basically, the team/characters could choose which of the sides they wanted to support. But I am not certain I can figure how to make that work, and really just want to create the adventure path.

If someone has ideas, or wants to offer comment, please feel free.

In the meantime, I def want to check out God Callers.... Looks way cool


Ron Lundeen wrote:
Doppelschwert wrote:
The only one I can think of is the very recent God Callers of Sarkoris, but only a couple of cards are shared between boxes.

Hey, there are more than 100 S&S cards added to WotR! :-)

That's still less than 8% of new cards, if you consider that the boxes contain more than 1200 cards in total ;-)

Looking forward to playing the AP once time allows for it!

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Working on it! My mythic Skull & Shackles inches ever closer to completion...


Iammars wrote:
Working on it! My mythic Skull & Shackles inches ever closer to completion...

Will you publish it somewhere for us folks to enjoy? :-)

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Nah. I was going to write, it, then sell exactly one copy for millions of dollars and let that person figure out how to distribute it.

...

Yes of course I'll be releasing it! ;) I do need to finish it first though.

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