zimmerwald1915
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Curious, which 1e AP would folks say is the shortest (hours of play time) to run to the end?
Council of Thieves and Carrion Crown (IIRC) have the least available XP, implying the lowest number of encounters and thus shortest playtime. But if you want a short game, why not run a module or series of modules?
| Zapp |
Java Man wrote:Curious, which 1e AP would folks say is the shortest (hours of play time) to run to the end?Council of Thieves and Carrion Crown (IIRC) have the least available XP, implying the lowest number of encounters and thus shortest playtime.
Can I ask how big the difference is?
I'm asking because if the answer is somewhere around 90% of the average AP that means the real answer is "no AP is really much shorter than another".
zimmerwald1915
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zimmerwald1915 wrote:Java Man wrote:Curious, which 1e AP would folks say is the shortest (hours of play time) to run to the end?Council of Thieves and Carrion Crown (IIRC) have the least available XP, implying the lowest number of encounters and thus shortest playtime.Can I ask how big the difference is?
I'm asking because if the answer is somewhere around 90% of the average AP that means the real answer is "no AP is really much shorter than another".
Most 1E APs end around levels 17 or 18. Carrion Crown ends around level 15 or 16. Council of Thieves ends around level 13.
rkotitan
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All the paths I've run to completion (Carrion Crown, Curse of the Crimson Throne, Jade Regent, Rise of the Runelords, and War for the Crown) have taken roughly the same amount of time. A year and a half of playing once a week (with some days off).
I would actually recommend Carrion Crown though. It's a lot of fun, and if you are looking for little chance of the party running off and causing the path to take longer than you want it is the most railroady that I've run and it ends at a fairly low level, comparatively.
(Note: Railroady isn't necessarily a bad thing IMO.)
EDIT: That time estimate varies a little as I tend to add outside sources to lengthen my campaigns.