Is anyone familiar with Paizo Pathfinder Adventure Paths?

Is anyone familiar with Paizo Pathfinder Adventure Paths?

Is anyone familiar with Paizo Pathfinder Adventure Paths?

https://lookingforgm.com/listing/2194a30b-0425-40f1-8e69-1e33e2bc03a0

There is a player looking to find a GM to run this in a Dungeon World format. Great idea for converting adventures to Dungeon World!

12 thoughts on “Is anyone familiar with Paizo Pathfinder Adventure Paths?”

  1. There is literally only one worse adventure format to play DW than a Pathfinder adventure path, and that format is a published novel. It’s literally a round hole/square peg commitment.

  2. I wouldn’t say it’s against how Dungeon World was explicitly built to work. Dungeon World even has rules for converting adventures from other systems right there in the book, in Appendix 3 on page 384.

  3. I won’t be assholish as that person but I will say I feel adventure paths should be used for inspiration to make your adventure then run by the book in DW

  4. I’m with Paride. Ok, he said that flat out, however you can’t play an Adventure Path with Dungeon World (well, probably you can, but you are pretty breaking the whole DW engine, doing it). Almost all the published adventures for “standard” RpGs are pretty railroaded: of course they are, ’cause if the players group should really be able to freely choose their sides, to diverge from the standard behavior, to explore a different Path (pun intended…), probably the whole chain of adventures will become useless, obsolete, and meaningless.

    Also, DW is full of moves in which the GM has to stay “true”, while in d20 published adventures, the GM has to cheat / forcely hide details to “move the story in the way the creators have decided that the good narration should go”. Ie. You can’t discover that a certain girl is actually the Master Villain, while in DW if a player asks “what here is not as it seems”, the GM should truly answer, and the whole adventure should go along that path. Different actions, different feelings “we KNOW that girl is the Villain, now how can we prove that?” or “Ehi, that girl has very good motivations, let’s take their defense, and let’s party with her!”. Etc. Etc.

    On the opposite… Sure, you can take inspirations about the setting, about the people living in, about monsters and races etc., but the thing should end there. From there, it starts DW.

  5. Andrea Parducci is correct…. regardless of your opinions of the game I’d like to see played, you should check out Damian Jankowski and his LFGM platform, they’re both pretty damn awesome.

  6. I disagree. I think you can do far more than that and still be playing Dungeon World. You can convert the entire state of the setting at the outset into Dungeon World fronts and dangers. This big bad is trying to do this? Make some grim portents. Factions, dungeons, these can all be converted. Once you’re done, throw the original adventure away and play Dungeon World. Sure, it probably won’t be as linear as if you had played it in Pathfinder, but presumably that’s part of the reason you wanted to play it in DW to begin with.

    I think this is basically what james day​ is saying; I just think calling that process “inspiration” is selling it a bit short.

    I guess it’s true that the longer the campaign is, the more divergence you will get. Some of the later material may end up never getting used.

  7. Andrea Parducci I’ve never seen a published adventure that told me to lie to the players. Could you give me an example? Re: finding out the girl is the villain, I can almost assert without looking that there’s a spell somewhere in Pathfinder’s mountains of splat that would let you discover the same thing.

  8. Not a specific example here, right now, however that “lying” is more in line with “ehi, you can’t discover something, ’cause 1) it’s a 35TN roll to see the bluff or 2) she has so great powers that you can’t see under her glamour. Point.”. Something like that. That kind of “style” is pretty different from how the engine under the DW hood works.

    Returning on the “problems you can face when playing Adventure Path”, I can barely recall the whole thing, now, however at the start of Rise of the Rune Lords we wanted to search for a ranger in the wood, ’cause apparently she had important news, and you guess what, we couldn’t reach her, ’cause things had to happen in city, and of course if our party was going away, all the adventure would had been crumbling down. Of course, three days after that, ranger returned to the city. So, a passive kind of playing/discovering things.

    About your previous post, starting with “I disagree.”: well, actually I think we have pretty similar feeling about that: you CAN’T play the Adventure Paths as they were presented. You have to simply get inspiration, “steal” the flavour setting, the NPC descriptions and motivations, build fronts and dangers and grim portents, and then… start playing DW! 😀 I’m pretty sure that in about 5 sessions the game built at the table is totally different, unrecognizable from, just saying, the 3rd or 4rth adventure in the original book.

    So, in fact, we are almost saying the same thing.

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