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Adventure Paths: How do you write one?

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TommyBrownell
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Post by TommyBrownell »

Dragonfly wrote: BTW, one of my players has a character called the Technocrat who can control machines. He's been considering using this power on Dr. Destruction, but hasn't dared yet. Any suggestions on strategies the good Dr. might have to deal with this contingency?

Best,

Dragonfly
Unless he has CRAZY range, the easiest thing to do is to not have Destruction anywhere near him.

In my game, they met Destruction at the beginning, and didn't see him in person again until after he spirited them out of the city when they fell prey to an ambush after making a COLOSSAL error in a previous mission. By that point, they were at least convinced that he's their best hope for survival, so attacking him was out of the question.
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CauldronOfEvil
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Post by CauldronOfEvil »

[quote="Unknown_Blitz"]Well, in terms of superhero multi-part adventures, the only one I've ever read (and want to play in/run eventually) is the plot point campaign Necesscary Evil.[ /quote]

Second to Necessary Evil there is a multi-part superhero adventure in the superhero RPG Super Squardon that works quite well.

I think most of the Villians & Vigilantes are excellent examples of superhero adventures.

The name escapes me but there are some Dark Champions/Hudson City multi-part adventures that work pretty well also.
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BASHMAN
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Post by BASHMAN »

MrJupiter wrote:A string of linked adventures would be really neat to see for BASH. I'd think that it would have to be really generic so that it could be used with any of the varied types of supers that this game system can make. DnD/Pathfinders characters are pretty easily categorized into a handful of basic "classes".

Still, a cool metaplot strung over 3 to 5 adventures would make a great campaign.
You know, I never read these Paizo adventures either - but I will say this- comics are FULL of story-arcs that span over 12 issues. I would probably draw more on those for inspiration if I were trying to release something like that...
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AslanC
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Post by AslanC »

Yes I agree that comics are the key to this, but it would be useful to see how a roleplaying adventure path is done as well, no?

What works well in comics won't always work well in a game session, they have the writers and narrative on their side after all :)
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kroh
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Post by kroh »

I am my gaming group are currently 3/4's of the way through the NE plot point campaign for Necessary Evil. It is hysterical fun.

Here is the write ups of the sessions...

http://www.peginc.com/forum/viewtopic.php?t=20443

In any case, A plot point campaign works well in this instance as our players are very "sandbox" oriented and like in a real the real world... no plan ever survives first contact...

In any case... I'll echo what others are saying. Comics are a wealth of long term campaign examples. Pick a story they haven't seen and run with it. Or take one they love and twist it enough to keep them guessing.

With websites like this choc full of character examples and books like the "enemies" books soon to be available from guys like Zenith comics... there is plenty to keep the group busy.

Regards,
Walt
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