| Steve Geddes |
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I have a player who likes the paizo APs but tends to get bored and lose track of the over-arching plot around halfway through. Which APs do you think come to a decent, natural end at the end of books three or four?
I'm likely to run it in a different rules-system, so bringing the BBEG forward isn't a big drama if you think that would work (I'll be re-statting things anyhow, so adding a climactic battle with the BBEG at the end of book four wouldn't be a massive thing).
For other reasons, Skull and Shackles and Carrion Crown are on the shortlist at the moment, so I'm particularly interested in anyone's thoughts on a shortened version of those two. Any comment/opinion would be welcome though.
APs that are out of contention (because we've already run them): Rise of the Runelords, Curse of the Crimson Throne, Kingmaker, Serpent's Skull
APs that are out of contention (because they have themes we're not interested in): Jade Regent, Iron Gods, Reign of Winter
| Mark Seifter Designer |
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Council of Thieves, running parts 1, 2, 3, and then the end of 5 (but not the beginning of 5, which sets up 6), is an excellent arc if you do a little surgery on earlier parts. In fact, it's one of the known wrinkles with the AP that 4->beginning of 5->6 is a separate thread from the rest. I highly recommend it for a 4-Part AP.
Kalindlara
Contributor
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Carrion Crown can easily end at the climax of Book 3.
It's shockingly easy. ^_^
If you need further details about minor details that need correcting, my PMs are always open.
| Reverse |
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Is the objection to the Jade Regent's theme the travel or the fantasy Asian elements of the plot?
I ask because books 1-3 are set around travelling to Tian Xia, rather than adventuring in it. If the travel is of interest, you could remove the overarching plot of the evil oni, simply have the characters travelling to bring the Lost Empress back to her throne, and have the entire campaign be the journey.
We loved it, enjoyed the travel elements, and thought Book 3 was the best of a good lot, so ending there is hardly an anti-climax.
| Steve Geddes |
| 1 person marked this as a favorite. |
Is the objection to the Jade Regent's theme the travel or the fantasy Asian elements of the plot?
I ask because books 1-3 are set around travelling to Tian Xia, rather than adventuring in it. If the travel is of interest, you could remove the overarching plot of the evil oni, simply have the characters travelling to bring the Lost Empress back to her throne, and have the entire campaign be the journey.
We loved it, enjoyed the travel elements, and thought Book 3 was the best of a good lot, so ending there is hardly an anti-climax.
Good point. It is the Asian theme that wouldn't suit. Cheers.
| Steve Geddes |
| 2 people marked this as a favorite. |
Carrion Crown can easily end at the climax of Book 3.
** spoiler omitted **
It's shockingly easy. ^_^
If you need further details about minor details that need correcting, my PMs are always open.
Thanks. Carrion Crown is already on the list for other reasons so that's a definite plus.
PS - Are you at paizocon on this year? I have to do better at meeting forumgoers this time around. :)
| Steve Geddes |
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Council of Thieves, running parts 1, 2, 3, and then the end of 5 (but not the beginning of 5, which sets up 6), is an excellent arc if you do a little surgery on earlier parts. In fact, it's one of the known wrinkles with the AP that 4->beginning of 5->6 is a separate thread from the rest. I highly recommend it for a 4-Part AP.
Cool, thanks.
I hardly remember CoT. It's been years. The guy much prefers urban themes so that's definitely another place to look I hadn't thought of.
| Steve Geddes |
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I don't agree in the slightest, but I've heard it said that Hell's Rebels ends naturally at Book 4.
Heh. That's one of my favourite APs. I held off on reading it properly so someone can run it for me... not sure I'm ready to give up on the dream (although Ironfang Invasion is creeping up on it as AP I want to play in!)
| Kileanna |
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Skull and Shackles can be abbreviated. A lot of the game is smaller/random encounters. You can remove a lot of these and simply advance them as they go. This way you can run the whole AP in a shorter time.
It could also be ended in the 5th book if the plot with the spy is changed or removed so the last boss is Harrigan just because of the grudge he holds against the PCs. No Chelish invasion at all. Or maybe have the Chelish invasion be the end and joining the two fleet battles as just one.
The Island of Empty eyes could be abbreviated if the PCs just have to make a party but not to secure the island.| Tarik Blackhands |
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I'll also toss a hat into the Hell's Rebels camp. If you're really pressed to trim it down, you can more or less remove all of book 3 aside from the Mascarade, and essentially end the adventure either at the end of book 4 (defeating Thrune) or after working out the loophole in the Kintargo Contract if your players want some more closure.
| Tacticslion |
Joke finished*, it's true that CoT and CC could both be easily truncated, and, in some ways, the experience would benefit from it.
Though Mark recommended 1/2/3/(end of)5 - a very solid recommendation, by the way - you can actually easily crop out the beginning half of 2, and most of the side quests/latter half of part 1. The only issue you'll run into is leveling, but you can handle that in a number of ways. Heck, if your players are on board with it, just start them at third level as founding members of the Children of Westcorwn, and you can drop almost all of episode 1 of CoT altogether with no real loss, and maybe not any loss at all.
I'd like to look into CC more before commenting, but it's pretty easily chopped - Kalindlara's suggestion above is pretty solid, but I tend to think there are other ways, too, and there are several points at which you could alter the basic plot or adjust some encounters to make things happen. Anyway, Inmay come back to this, if I remember...
* As an aside: I just learned that, apparently, "[death] effect" or similar nomenclature is not explicitly defined anywhere. That... is weird.
EDIT: to clarify - there are a surprising number of "K's" about! :D
(I'm not commenting on Skull&Shackles as Ove not played it.)
| quibblemuch |
| 3 people marked this as a favorite. |
Another thing you can try is, rather than cutting a book or two from the end, make cuts throughout the six books, using only the bare minimum of story material from each book. I do this, particularly as the APs get closer to the finish, because the pace of the narrative needs to pick up. If, instead of giving out XP, you level the players at specific points, and you make sure they don't miss out on useful treasure, this approach can work.
I feel like, given the XP/treasure system, there wind up being a lot of encounters that are there mainly to give PCs the necessary levels & loot to take on the "real" story encounters. But story pacing doesn't necessarily benefit from that--and, if you're like me, and like a very story-driven game, it's worth it to cut those fights. So go through the AP, figure out which encounters directly relate to the story, and which (while maybe fun) don't.
EXAMPLES
EDIT - Sometimes I'll also eliminate stuff on the fly. Like if they defeat whatever Story Big Bad they were supposed to in a given location, I won't make them fight every last Cleaning Closet Ooze and Dust Bunny Golem in the rooms they haven't been in yet.
| Mark Seifter Designer |
Joke finished*, it's true that CoT and CC could both be easily truncated, and, in some ways, the experience would benefit from it.
Though Mark recommended 1/2/3/(end of)5 - a very solid recommendation, by the way - you can actually easily crop out the beginning half of 2, and most of the side quests/latter half of part 1. The only issue you'll run into is leveling, but you can handle that in a number of ways. Heck, if your players are on board with it, just start them at third level as founding members of the Children of Westcorwn, and you can drop almost all of episode 1 of CoT altogether with no real loss, and maybe not any loss at all.
This is indeed a solid recommendation for making it even shorter (though many groups enjoy the play, so maybe instead Tiny bits of 1 to introduce/New Intro->2->3->end of 5 would work too?). I figured I'd keep it at 3.5 books, but I was considering recommending cutting out some of 1 with its Council ties as well.
Incidentally, all of these tweaks on this suggestion are essentially cutting out the titular Council of Thieves from the AP (it's still a solid focused AP without them though), so you might want to call it Breaking Dawn or Dawn of Westcrown or something like that.
| Haladir |
Rise of the Runelords has five logical end-points...
| Voltron4547 |
Carrion Crown can easily end at the climax of Book 3.
Carrion Crown:They catch Auren Vrood, find the Carrion Crown elixir's components in his things along with his notes, and realize that he was the mastermind of this plot.
I would also vote Carrion Crown. We started running Carrion Crown a few years back, and after several sessions we learned that we would soon be losing one of our regular players. Being a group of four (one DM and three players), losing a player meant that we would either need to drastically alter the challenge rating of the rest of the campaign, or start something new that was more appropriate difficulty for a two player party. We were just starting the third book, so I followed a very similar path to what Kalindlara outlined above and ended the campaign after book 3. We were able to finish the abbreviated campaign in the little time that we had left, and the party seemed to enjoy the ending.
Cheers and good luck.
| MannyGoblin |
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Mark Seifter wrote:Council of Thieves, running parts 1, 2, 3, and then the end of 5 (but not the beginning of 5, which sets up 6), is an excellent arc if you do a little surgery on earlier parts. In fact, it's one of the known wrinkles with the AP that 4->beginning of 5->6 is a separate thread from the rest. I highly recommend it for a 4-Part AP.Cool, thanks.
I hardly remember CoT. It's been years. The guy much prefers urban themes so that's definitely another place to look I hadn't thought of.
Or heck, 1-2-3. Knock Ilnerik down some levels and have him in Delvhaven looking for the Morrowfall. The Shadowcurse arc was unfortunately given the short end in the AP.
| Lord Fyre RPG Superstar 2009 Top 32 |
Steve Geddes wrote:Or heck, 1-2-3. Knock Ilnerik down some levels and have him in Delvhaven looking for the Morrowfall. The Shadowcurse arc was unfortunately given the short end in the AP.Mark Seifter wrote:Council of Thieves, running parts 1, 2, 3, and then the end of 5 (but not the beginning of 5, which sets up 6), is an excellent arc if you do a little surgery on earlier parts. In fact, it's one of the known wrinkles with the AP that 4->beginning of 5->6 is a separate thread from the rest. I highly recommend it for a 4-Part AP.Cool, thanks.
I hardly remember CoT. It's been years. The guy much prefers urban themes so that's definitely another place to look I hadn't thought of.
The way it worked out, both plotlines ended up on the short end of this AP. :(