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Adventure Paths: How do you write one?

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AslanC
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Adventure Paths: How do you write one?

Post by AslanC »

I have never read (or purchased) one of the Pazio/Pathfinder Adventure Paths, but I hear good things about them.

I was thinking, a comic book/super hero rpg would be the prefect genre for an adventure path, a 12 part adventure sounds an awful lot like a 12 Issues Maxi Series to me! :)

So has anyone ever played one? Does anyone have any insights on them?

Any and all input would be appreciated on this :)
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Unknown_Blitz
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Post by 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. But it is more a complete campaign, with 11-12 adventures that lay out from start to end, and a ton of ideas for more adventures. The only other multi-part adventure I own where it goes from one to another somewhat (if I remember correctly) is the old Marvel FASERIP MT series which culminates in The Revenge of Kang.

That said, I think a superhero adventure path would be awesome, and I'd really like to see (and would buy) more adventures.

-UB
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AslanC
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Post by AslanC »

Maybe I should get one of these Pazio adventure paths to read. Anyone got a suggestion of which one is the best?
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MrJupiter
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Post by MrJupiter »

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.
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AslanC
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Post by AslanC »

Super heroes can be classified as well, just look at the back of BASH! ;)

Speedster
Brick
Mentalist
Controller
Etc...
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MrJupiter
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Post by MrJupiter »

AslanC wrote:Super heroes can be classified as well, just look at the back of BASH! ;)

Speedster
Brick
Mentalist
Controller
Etc...
Hmmm. Very true. I stand corrected.
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BASHMAN
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Post by BASHMAN »

There is a plan in the works for a 3-part adventure for bash...
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AslanC
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Post by AslanC »

BASHMAN wrote:There is a plan in the works for a 3-part adventure for bash...
That sounds cool. :)
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Alric
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Post by Alric »

BASHMAN wrote:There is a plan in the works for a 3-part adventure for bash...
You should make it a 4 part (issue) mini series...
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TommyBrownell
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Post by TommyBrownell »

I would recommend taking a look at Necessary Evil. One, it's a blast. Two, it is an episodic build to a huge climax.

Also, there were two modules for Marvel SAGA that featured interlinked adventures all tied into a larger arc...one was a Fantastic Four-themed adventure and the other was an Avengers adventure that built a series of missions, all of which were tied to Baron Zemo's schemes and culminating in a fight with him.
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Post by Dragonfly »

Necessary Evil is, indeed, loads of fun. I'm currently running it using the BASH Ultimate Edition rules.

Another very good module series is Time of Crisis for Mutants and Masterminds. It is a 3 or 4 part jaunt through dimensions with a fun wrap around story.

I ran it a few years ago and my players had a blast.

Best,

Dragonfly
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Lindharin
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Post by Lindharin »

Add me as another one running a Necessary Evil campaign using BASH. Heroe... err, villains just about to break into the V'sori prison in the first story arc. :)
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Post by Lindharin »

Oh, and back on topic, I've never seen the Paizo adventure paths, but I've seen the ones in Wizards.com's current DDI editions of Dungeon. Conceptually, I think they are cool, and it could definitely fit in a super game. I think the Ultimates, where each 12-issue run involved serveral plots interspersed among one overriding meta-plot, would be well represented in an adventure path.
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Dragonfly
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Post by Dragonfly »

Lindharin wrote:Add me as another one running a Necessary Evil campaign using BASH. Heroe... err, villains just about to break into the V'sori prison in the first story arc. :)
We did that one last week! There's a good chance that we'll run the next two scenarios next week. Once I get a little more organized, I'll post their characters and what not. We can compare notes! :)

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
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Lindharin
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Post by Lindharin »

I don't want to derail this thread, so I've started a new one in the Actual Play forum. I'd love to talk over possibilities. And I'll think about your control machines issue, and see what I come up with.
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